Making Textures on just one surface

Questions and answers about the how and why of making maps.
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BradW
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Making Textures on just one surface

Post by BradW » Thu Jun 01, 2006 12:09 am

I'm wondering how one applies a texture to just one face of a meshbox.

Ideally I'd like to put a different texture on each face.

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ClayOgre
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Post by ClayOgre » Thu Jun 01, 2006 1:08 am

I haven't messed with it much, but you do it in the matref statement of your meshbox call.

meshbox
name box
position x x x
rotation x x x
size x x x
top matref <material>
end

I think that's the syntax...either that or it is "matref top"

The best way to do it is to make a mesh object and uv-map it, better control of how the texture looks.

below is a direct quote from the bzw man page:

meshbox :=
"divisions" <integer>
| "angle" angle
| "ratio" <float>
| "texsize" <float> <float> <float> <float>
| "phydrv" <physics_driver_name>
| "smoothbounce"
| "flatshading"
| material
| ("top" | "bottom" | "inside" | "outside" | "startside" |
"endside") material
| obstacle
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BradW
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Post by BradW » Thu Jun 01, 2006 5:13 pm

Couldn't get startside and endside to work I think instead I'm just going to make a long texture and stretch it out over the whole cube.

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ClayOgre
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Post by ClayOgre » Thu Jun 01, 2006 10:32 pm

Yup, I had the same problem trying to use startside and endside...but I also didn't try all that hard. Hoever, your texture probably won't "stretch" over all the faces, without uv-mapping, which is a whole 'nother can of worms.
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BradW
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Post by BradW » Fri Jun 02, 2006 6:44 pm

Actually it does, wraps right around a cube.

Sometimes.

It depends.

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ClayOgre
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Post by ClayOgre » Fri Jun 02, 2006 9:20 pm

Exactly.
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TD-Linux
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Post by TD-Linux » Fri Jun 02, 2006 9:32 pm

If you use size, the texture tiles. If you use scale, the texture stretches.

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