2013-01-21 05:28 PM - last edited on 2023-05-11 12:54 PM by Noemi Balogh
2013-01-21 06:11 PM
2013-01-21 09:10 PM
2019-01-16 08:06 PM
2019-01-17 09:14 AM
2019-01-18 07:47 AM
2021-02-10 03:09 PM
David wrote:Worked a charm for me! Spent ages trying and in the end it was the -1,-2,-3,-4 at end of COOR.
Here's a tutorial I posted back in 2009. Maybe this helps?
*****
One thing that's counter-intuitive here is that the VERT/COOR statements must be placed after the object code.
Also remember to place a BODY -1 statement before the object code as a companion to the one at the end of the VERT/COOR statements. This makes sure that the new texture origin applies apply only to the specific object. Of course, several objects can be included between the the BODY -1 statements. A stray BODY -1 anywhere in between the object code and the VERT/COOR statements will cancel the texture change.
Another thing: Apply the origin changes to the VERT/COOR statements, along with the required DEL statements, instead of trying to work out the vert vectors.
Here's what works for me:
MATERIAL brick
BODY -1
PRISM_ 5, 0.10,
0,0,15,
0,1,15,
1,1,15,
1,0,15,
0,0,-1
ROTy 90
ADD 0.30, 1.20, 0.00
base
vert 0, 0, 0
vert 1, 0, 0
vert 0, 1, 0
vert 0, 0, 1
coor 2 + 256, -1, -2, -3, -4
DEL 2
BODY -1
2021-02-11 02:35 AM
GDL wrote:
Use a minus sign (-) before VERT indices if they are used only for defining the local coordinate system.
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