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KR_eddie

Member Since 20 Jul 2008
Offline Last Active Mar 25 2012 07:04 PM

Posts I've Made

In Topic: Simple low poly UV Mapping - Help!

21 December 2011 - 05:16 PM

I actually find Model Creator V5 very good at UV mapping in such cases.
Another solution would be to use an external image editor and increase the resolution of the texture image with the lowest possible quality (Standart bicubic scaling would suffice).


I've just tried Moder Creator and it does everything I need!!

Thank you very much! :thumbsup:

In Topic: Simple low poly UV Mapping - Help!

19 December 2011 - 11:06 PM

In game maker itself though, you can turn off interpolation. Why is that a problem?


I don't want to turn interpolation off in game maker. I want to turn it off in the UV Editor so I can see the pixels with sharp edges.


Still, my main issue isn't this. Even if I could turn off interpolation I would have to place the UV vertices by hand and that would cause seams. If there was a simple way to make the UV vertices snap to pixels my problem would be solved.
I'm sorry if I'm not being very clear :sad:

In Topic: Simple low poly UV Mapping - Help!

19 December 2011 - 11:24 AM

You can turn interpolation off. For actually setting up the UV coordinates, GM Model Fix, for example, will let you modify UV coordinates manually as they overlay the texture. If you're using low-poly models it shouldn't be too difficult.


In most of the programs I've found you can't turn it off at least for the texture. Modifying the coordinates manually works, and I've been doing that with AC3D but it results in a veeeery slow workflow (something like 20 min to map a box).


If you are working with very low resolution textures I find it easier to draw the texture first (after you know how your model will generally unwrap) and then drag the UV vertices to the texture.


That is what I want to do but usually when you use low resolution textures interpolation makes it very hard to precisely place the vertices. Even when I scale the texture up it is very hard to place them without creating seams. It would be much easier if you could snap the vertices to pixels.


An example of my problem:
Posted Image
Using UVMapper and the block texture for minecraft (256x256; 16x16 each block).

In Topic: Realistic FPS Movement Discution

03 July 2010 - 10:34 PM

Well that's ironic, I think that's the most jumpy and unrealistic camera I've ever seen. Everything is so hyper-reactive and jumpy that I'm feeling like a bunny packing guns. But that's to be expected from an run'n'gun arcade shooter.

To have a good example of FPS movement, install Crysis on your PC.


Taste is not arguable I guess :rolleyes: . Personaly I think Crysis is too realistic.

Anyhow, to make it more realistic you can "bounce" the z while moving.

bounce += movement_speed;
z = 16 + sin(bounce/10)/2;


Isn't that what my code does? ( ...In a more complex way :whistle: )


Also, you can roll the camera left and right a bit when looking around.


That is something I've tried several times without sucess. :huh:
Could you give me some code on how to roll the camera?

In Topic: Texturing A Model Of A Building For A Fps

21 May 2010 - 09:44 PM

I haven't used sketchup, but if there are triangles, you can texture them. I would NOT recommend the "one huge texture" idea. Most of your textures will be used in many different objects, and many of your objects will be re-used.

For example, you will probably create a chair. If your school is anywhere close to standard, there will be only 3-4 types of chairs, despite having 1000-2000 chairs in your school. The obvious solution is to create a single texture and model SPECIFICALLY for each type of chair, then copy and paste.


Sure, individual objects are textured alone, othewise it would be impossible for the objects to be moved.  :)
I was talking about creating a huge texture for all the school and not for each individual room.


My problem is that when I see texture maps around here they are set in 6 views from the object and you only texture from the ''outside''. That wouldn't work for me because I would only be able to texture the outer walls of the building

I need the texture map to ''unfold'' every wall instead of giving me only 6 views of the building. Is that possible?