13th September 2010, 03:51 PM | #1 |
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mapping question
re: mapping question
I'm trying to repair the mesh of a race track. The track is a 2.5 miles long (circle) with surrounding terrain. The mapping of the asphalt surface is messed up, so I'd like to fix it. The road surface texture is simply a 512x512 pixel .bmp with a white stripe on the left and right side and a yellow line through the middle. So how do you map this texture to an undulating track surface??? |
9th October 2010, 03:00 AM | #2 |
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Re: mapping question
create a flat uvw map of the track and apply it to the surfaces.
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9th October 2010, 06:06 AM | #3 |
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Re: mapping question
The bottom of this picture shows how it should come out.
The top of the picture shows how it turns out when mapped in the tce. ----- If you apply the road texture in the tce from the top it does not work. And the road runs at various angles so you can't map it flat. |
9th October 2010, 04:47 PM | #4 |
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Re: mapping question
I think your best bet is going to be to draw the paint lines with actual lines and then map the road and then use only asphalt on asphalt areas and paint on on paint lines... I don't think that the program will warp the way you want...
although you might be able to use the TCE vertices selection and then pull the lines to the straight texture lines. look to my thread here. http://www.inivis.com/forum/showthre...6813#post26813 |
9th October 2010, 06:07 PM | #5 |
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Re: mapping question
I think what you are saying is to add lines to the road by placing polys ontop of the road and paint those polys white.
Even just adding a texture to the road is an issue as a real road is normally lighter through the middle, and here you can't apply the texture that way. So the only texture that works is basically flat grey or flat black. ----- I previously looked at your other thread, and for small things this works. Yes you can use the vertices selection in the tce and pull the vertices where you want them over the texture ......... but ........ you can only do a few polys at a time this way. This road is 75,000 polys, so that approach won't work. ----- |
10th October 2010, 11:56 AM | #6 |
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Re: mapping question
You can do it another way, without making new textures.
Map the road to the texture, top. Then for each section of road, rotate and size the polys to fit the texture. Difficult to describe. Drop me a PM and I'll do a sample for you using your raod and texture.
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11th October 2010, 02:21 PM | #7 |
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Re: mapping question
is this an rfactor track?
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