Texture Mapping

Questions and answers about the how and why of making maps.
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Mopar Madness
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Texture Mapping

Post by Mopar Madness »

Is there a way to make textures on narrow meshbox walls not squish themselves without converting the meshbox to a mesh? There's a link below to a pic of what I'm talking about, with 2 long thin meshboxes coming together. Is converting the meshbox to a mesh the only way to fix it? Can a texture matrix fix it? If so, do I need a different texture matrix for each box like that, or will 1 do?
http://img91.imageshack.us/img91/2461/bzfi0163x.png
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allejo
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Re: Texture Mapping

Post by allejo »

so basically you dont want the grey part to appear like that? you can try a texture matrix to make the picture look bigger. http://my.bzflag.org/w/TextureMatrix and i think you can use a box instead of a meshbox. take a look at this link. http://my.bzflag.org/w/Box and see the the choices of having sides matref. figure out which side is which and use texture matrix to rescale the image using fixedscale. now i can assume you will only use this method to edit that picture so i suggest making to materials with the same image but one with the texture matrix. i hope this makes sense. :D

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Mopar Madness
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Re: Texture Mapping

Post by Mopar Madness »

Man, I wish someone woulda told me new versions of BZFlag could do that xD cool, thanks, now lets hope that fixes it :D.
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Re: Texture Mapping

Post by Mopar Madness »

it worked! Thanks a ton! Now does the server just have to be 2.0.9 or newer for everyone to see it, or will people with 2.0.8 or older version only see regular boxes?
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allejo
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Re: Texture Mapping

Post by allejo »

wow im surprised you were able to understand what i meant :D

correct me if im wrong. not completely sure whether the map design has to do with the client or the version of the server. if its the client then no 2.0.8 people wont be able to see it. if its the server the yea they probably will be able to see it.
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Mopar Madness
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Re: Texture Mapping

Post by Mopar Madness »

I've made a few maps over the years, so I know the basics about how map coding works :D. I learned to make maps on 2.0.8 so I never got the message that they changed boxes to work like meshboxes if needed.
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Re: Texture Mapping

Post by trepan »

bzflag 3.0 has a new texturing mode that automatically lines up the
texture coordinates for faces along the same plane. It can be controlled
using the material texautoscale property. You can still use the texsize
property in box and pyramid objects for "fixed" generated texture
coordinates (texsize generated coordinates get stretched when using
scaled groups, texautoscale coordinates do not).
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Re: Texture Mapping

Post by Mopar Madness »

When making meshes, I know you have to put inside points in the mesh to keep tanks and bullets from being sucked in, but I don't know where to put them or how many to put in. Could someone help me on this? Also what are normals, where do you put them, and what are they for? If you need the coding for the mesh, here it is, it's a little long. It's gonna be used in a map that's just about finished. All it needs is small texture fixes and debugging this mesh.

Code: Select all

Mesh
name mesh1
	vertex 495 205 0
	vertex 500 200 4
	vertex 500 230 4
	vertex 495 225 0
	vertex 285 230 4
	vertex 290 225 0
	vertex 290 -225 0
	vertex 285 -230 4
	vertex 500 -230 4
	vertex 495 -225 0
	vertex 495 -205 0
	vertex 500 -200 4
	vertex 480 -200 4
	vertex 480 -205 0
	vertex 475 -200 0
	vertex 450 -200 0
	vertex 445 -205 0
	vertex 445 -200 4
	vertex 315 -200 4
	vertex 310 -205 0
	vertex 310 205 0
	vertex 315 200 4
	vertex 445 200 4
	vertex 445 205 0
	vertex 450 200 0
	vertex 475 200 0
	vertex 480 205 0
	vertex 480 200 4
	face
	vertices 0 1 2 3
	matref Rock_Bed
	phydrv Water
	endface	
	face
	vertices 3 2 1 0
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 2 3 5 4
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 4 5 3 2
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 4 5 6 7
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 7 6 5 4
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 6 7 8 9
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 9 8 7 6
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 8 9 10 11
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 11 10 9 8
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 10 11 12 13
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 13 12 11 10
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 12 13 14
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 14 13 12
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 15 16 17
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 17 16 15
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 16 17 18 19
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 19 18 17 16
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 18 19 20 21
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 21 20 19 18
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 20 21 22 23
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 23 22 21 20
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 22 23 24
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 24 23 22
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 25 26 27
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 27 26 25
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 26 27 1 0
	matref Rock_Bed
	phydrv Water
	endface
	face
	vertices 0 1 27 26
	matref Rock_Bed
	phydrv Water
	endface
end
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allejo
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Re: Texture Mapping

Post by allejo »

if you want to put normals (which im not sure what they are for) but just create ur mesh with a 3d editor such as wings 3d or blender. as for inside points put them inside the mesh if its a 3d shape where any vertex goes into the shape (concave for 2d shapes, not sure if thats what its called for 3d) just use one. if not put the inside points just inside the each vertex.
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Re: Texture Mapping

Post by Mopar Madness »

do I include the inside vertex in the vertices list for each face?
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Re: Texture Mapping

Post by Mopar Madness »

I tried adding the inside points and it didn't fix the problem, bullets and tanks still went in. Besides that problem, the maps just about ready. There's a few other small problems like spawns and flag spawn zones also not cooperating, and small glitches, but that mesh is the only big issue.
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Re: Texture Mapping

Post by Spazzy McGee »

A better way to explain inside points:

You need to have inside points placed so that all of the volume inside your mesh is in 'line-of-sight' of at least one inside point.

So if you had a cube or sphere object, you would only need one inside point in the middle of the mesh, because all of the inside of the mesh can 'see' the inside point.

However, if you had a dumb-bell, or bone-shaped object, you would need two inside points - one at each end of the mesh. This is because, no matter where you place one inside point, part of the inside of your mesh will not be able to 'see' your inside point.

Another way to think about it, is that an inside point defines all the inside around it, until it hits the back of a face.

Hope that makes sense.

Image
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Re: Texture Mapping

Post by joevano »

Wow, great explanation.. could you throw it up on the wiki ;)
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Re: Texture Mapping

Post by Mopar Madness »

yes, that was a great explination
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Re: Texture Mapping

Post by Mopar Madness »

It's still giving problems, although its much better than it was, only tanks get sucked in now. Can the mesh see the inside point through other boxes and stuff?

Add spawning completely sealed inside a box to the list of map problems. There's only 1 box causing it. This map's driving me nuts, I'm thinking about dumping it and it's at least 96% done.
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Re: Texture Mapping

Post by Spazzy McGee »

Other boxes don't affect it. We couldn't really diagnose your problems without seeing the actual code/map file.
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