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Schitzoboy
Paranoid (IV) Inmate

From: Yes
Insane since: Feb 2001

posted posted 10-16-2001 02:36

Here is my problem:

texture {
material_map {
gif "nes_logo2.gif"
once
texture {NESWhite}
texture {NESRed}}
translate <-1.1,1>
scale <1.5,.3>
}

The translate and scale moves the little gif where I need it but since NESWhite has a normal block in it, it gets scaler too. This is bad because I use NESWhite on many other places near it and they don't match. Is there a way to get the translate and scale to only move the map and not scale the texture's themselves?

I'll post a pic in a sec.

Schitzoboy

Schitzoboy
Paranoid (IV) Inmate

From: Yes
Insane since: Feb 2001

posted posted 10-16-2001 02:48

[url = "http://tengu.y0ru.net:8080/schitzomedia/img/nes.png"]Here is the pic[/url] See how the cartridge cover flappy thing has a bigger normal than the rest of the white areas. I know this is caused by the scaleing of it (deleteing the scale statement fixes it but then the logo is the wrong size)

Why is the logo the wrong size to begin with though? It could be solved that way too. I'll take any other critiques on the model too. I didn't have one to look at so its probably way off scale. I've been going by memory and online photos. The controller ports arn't modelled because I plan on modelling the controlers plug into the system and all that extra modelling would be wasted then.

thanks in advance again.

Schitzoboy

Slime
Lunatic (VI) Mad Scientist

From: Massachusetts, USA
Insane since: Mar 2000

posted posted 10-16-2001 03:21

First of all, the scale looks fine. NES looks like a good object to model, it's very boxey. =)

Second, the image map (material map in this case) was scaled wrong to begin with because all image maps are squished from <0,0,0> to <1,1,0>, filling up that one unit square. It's handy sometimes to have it pre-set like that. What you have to do, normally, is just scale it <images_x_dimension, images_y_dimension, 1>.

First of all, look up pigment_pattern in the docs (if you're using version 3.5.) It lets you use a pigment as a pattern like bozo or crackle - it takes the greyscale value of the pigment at a point and uses that. The advantage is, when you transform this pattern, the "child" patterns won't be transformed along with it. It's sort of complicated, and might be a bit too complicated for your purpose here.

The simple solution? texture {NESWhite scale <1/1.5,1/3,1> translate <1.1,-1,0>}

The slightly harder solution?
#declare neslogotransform = transform {
translate <-1.1,1,0>
scale <1.5,3,1>
}

then use

transform neslogotransform

and

transform {neslogotransform inverse}

inside the texture {NESWhite} block.

BTW: I notice you're using only two components in the scaling and translating. Use three. I guess using two applies it only to X and Y, but that's a bad thing to do, in general.

Schitzoboy
Paranoid (IV) Inmate

From: Yes
Insane since: Feb 2001

posted posted 10-16-2001 04:42

I couldn't get the advance technique to work but I'm happy with the quick way I'm using 3 points for all vectors now too. I only did it on those since they were 2d and I thought it was required.

Thanks for the help again slime!

Schitzoboy
Paranoid (IV) Inmate

From: Yes
Insane since: Feb 2001

posted posted 10-16-2001 07:05

ok another problem. I'm putting the words "Power" and "Reset" on the buttons. Its very easy to position them and they scaled easily too since i did the 1x1 trick. My problem is when I turn on once. Then the texture disappears. I guess its becuase the one I centered was one of the repeats. So how do I find the original?



Schitzoboy
Paranoid (IV) Inmate

From: Yes
Insane since: Feb 2001

posted posted 10-16-2001 07:52

Ahh I figureed it out. I had to move it from the origin. Well I finished some texturing. Still have the ports and a little more work on the black section to do but it is definetly progressing

Image



[edit: fixed ubb, don't use quotes]

[This message has been edited by Slime (edited 10-16-2001).]

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