2006-10-24 06:21 PM
2006-10-25 02:16 PM
2006-10-25 05:54 PM
2006-10-27 04:01 PM
DEFINE TEXTURE "tilePattern" txtName, txScale, tyScale, 0, 0 txtNum = IND(TEXTURE, "tilePattern") DEFINE MATERIAL "tilePattern" 24, 1, 1, 1, ! RBG Color 0, 61, txtNum matlNum = IND(MATERIAL, "tilePattern") ! Draw Tile cPRISM_ 0, 0, matlNum, 5, ZZYZX, 0, 0, 15, A, 0, 15, A, B, 15, 0, B, 15, 0, 0, -1 ! Set Texture Origin VERT 0, B, 0 ! Origin VERT 1, B, 0 ! X Direction VERT 0, 1, 0 ! Y Direction VERT 0, B, 1 ! Z Direction COOR 2, 1, 2, 3, 4 BODY -1The material is definitely not starting at 0,0,0 (the lower left corner) like it's supposed to be,
2006-10-30 08:22 AM
! Set Texture Origin VERT 0, B, 0 ! OriginIf it should be at 0/0/0, why is there a B inside? The direction of he axis ...
VERT 1, B, 0 ! X Direction VERT 0, 1, 0 ! Y Direction VERT 0, B, 1 ! Z Directionis independent of the origin. They show the direction from local, not from texture origin, pointed by the 1st VERT. Your "direction" should be 1/0/0, 0/1/0 and 0/0/1.
VERT 0, 0, 0 ! Origin VERT 1, 0, 0 ! X Direction VERT 0, 1, 0 ! Y Direction VERT 0, 0, 1 ! Z DirectionYou can do some transformations before the VERT commands to bring origin and orientation of your coordinate system in the position you want.
2006-10-30 08:50 PM
2006-10-31 01:14 AM
2006-11-02 09:00 AM
TomWaltz wrote:
OK, here's the code I tried:DEFINE TEXTURE "tilePattern" txtName, txScale, tyScale, 0, 0 txtNum = IND(TEXTURE, "tilePattern") DEFINE MATERIAL "tilePattern" 24, 1, 1, 1, ! RBG Color 0, 61, txtNum matlNum = IND(MATERIAL, "tilePattern") ! Draw Tile cPRISM_ 0, 0, matlNum, 5, ZZYZX, 0, 0, 15, A, 0, 15, A, B, 15, 0, B, 15, 0, 0, -1 ! Set Texture Origin VERT 0, B, 0 ! Origin VERT 1, B, 0 ! X Direction VERT 0, 1, 0 ! Y Direction VERT 0, B, 1 ! Z Direction COOR 2, 1, 2, 3, 4 BODY -1The material is definitely not starting at 0,0,0 (the lower left corner) like it's supposed to be,
Any other ideas? Or did I code something wrong?
! Set Texture Origin New VERT 0, B, 0 ! Origin VERT 1, B, 0 ! X Direction VERT 0, 1, 0 ! Y Direction VERT 0, B, 1 ! Z Direction COOR 2+256, 1, 2, 3, 4 ! 256 is local coordinate system BODY -1