If the whole wall consists of just two faces, even applying the texture to only some faces will not help you. You'd have to change the wall itself so it would have two faces just for the corner and two faces for the rest of the wall, or even more faces if that wall has two corners.
I think you should really try to make a corner texture with an alpha layer which only has the corner on it and not the wall texture. This is less time consuming than having to split up all the walls and you can also use those corners for many different type of walls.
I'll give you a few screenshots to show you how to make a corner for a building. I assume that you have
a corner texture with an alpha layer.
Lets assume that this box is your house (yeah, I know, it isn't much of a house, but it has four corners
and that is all we need at the moment):
Now you create a box which has the same height as the building (300) and the length and width are the same (60x60). The corner of the house is at -250, -140, 0. Since your corner box is 60x60, its center is 30cm from the sides. You could move the box to the right position, but to place it exactly at the right coordinates you can enter those coordinates at the bottom were there are fields for X, Y and Z.
-250 plus the 30cm is -220 and -140 plus 30cm is -110. Now you have to make sure the corner doesn't take up the same space as the wall of the house so it has to be 1cm away from the corner of the house at both sides. So what you enter at the bottom of the gmax window is X: -221, Y: -111, Z: 0,0.
Now you got your corner in the right position. Drag and drop the corner texture on that box and apply an uvw map modifier.
Use the cylindrical with cap option and flip the texture if necessary. In this example it was necessary to flip it (Flip is activated for U Tile), otherwise the corner would have been on the right side of the box and we need it to be on the left side.
Now go and remove the faces of the box you don't need (the two sides that are inside the building and the top and bottom).
The corner texture is not exactly where it has to be, so you apply an unwrap uvw modifier.
You will see some isolated t-verts. Those are left-overs from the removed faces. You can select them and
hit the del key to remove them. Now select all the remaining verts as Bannor described and move them to
the right position.
The 'tool' for moving the vertices (in the top left corner) has a drop down menu from which you can select that you only want to move the vertices to the left or the right, so you don't accidentally also move them up or down. Now move them so that the vertices in the middle are at the middle of the corner.
Now the corner looks right.
From the modifier menu select 'Aurora Trimesh' and from the options there select 'Over-ride Mat Values'.
If you don't do that your corner will appear a lot darker than it should be.
If you actually want it to be darker you can adjust the Ambient and Diffuse settings here.
Link the corner to the model base or since it has an alpha layer it is even better to link it to the
animation node if there is one. You can also use Veltools to create an animation node if the tile doesn't have one.
Now export the model and have a look at it with NWNExplorer which will show the transparency of the corner correctly.
Modifié par Zwerkules, 16 avril 2011 - 04:30 .