mesh structure for a texture to 'tile' ?

Started by RemiD, August 13, 2023, 09:32:03

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RemiD

hi :)

i have a good understanding on modeling meshes and uvmaping and texturing.

but only if i apply one texture on one surface and it does not repeat.

but what if i want to create a 5width x 10depth terrain ? (5 x 10 squares with shared vertices).

if i apply one 16x16 grass texture and i try to UVmap the whole surface, in the modeling app, obviously the texture is stretched...

i am going to try to scale the texture inside Blitz3d before applying it to the surface...

and i hope that i won't have to uvmap 5 x 10 squares (with separate vertices) in the modeling app...



edit :
Quotei am going to try to scale the texture inside Blitz3d before applying it to the surface...

the answer is yes, the scaling formula is :
scaletexture( grass_tex, 1.0/5, 1.0/10 ) ; 5 corresponding to 5 tiles on the x axis, 10 corresponding to 10 tiles on the z axis

_PJ_

Teh ScaleTexture function exists primarily for this reason - so you do not need to have multiple UV coordinate surfaces, instead you scale the texture as described and it will tile across the surface along the two UV dimensions until it has populated each vertexUV