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Author Topic: Texturing The Box Geometry  (Read 1161 times)
Delerna
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« on: July 26, 2008, 08:01:20 PM »

I am new to Game Core (not really used Beyound Virtual much) so some basic questions here
Looked in the BV forums but couldn't find an answer

1) Is it possible to control the way a texture wraps around the box?
    I tried making the texture 4 times longer than its height.
    I know, a box has 6 sides. I was just experimenting to see what would happen.

   I thought that the texture would get squished onto each face of the box but it didn't
    Only half the texture got squished onto each face of the box.
    the texture is white with black numbers spaced evenly apart.    1     2     3     4
    When I mapped it onto the box each face had an elongated    1      2
    with the bottom half of the     1    2    missing.
    On no face did  the other half of the    1   2  or any of the   3     4   appear. 
    The texture is JPG format.
2) What are the rules the engine follows when mapping a texture onto the box?
« Last Edit: July 26, 2008, 08:04:01 PM by Delerna » Logged
Shaolin_Bboy
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« Reply #1 on: July 26, 2008, 08:12:53 PM »

what 3d modeling program are you using?

edit: you need to learn how to unwrap the geometry of the box first...google "UV mapping tutorial" and whatever software you are using for modeling.
« Last Edit: July 26, 2008, 08:24:32 PM by Shaolin_Bboy » Logged

The jungle creed says the strongest feed on any prey they can, and I was branded beast at every feast before I ever became a man.
Delerna
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« Reply #2 on: July 26, 2008, 08:27:25 PM »

Im not yet.
Just using the Add/DefaultTemplates/Geometry/Box without collision
That is what I am texturing by setting the diffuse map

Actually I have just discovered that I had the diffusemap scale set to 0.5         
........oops. So thats half the question answered.
The texture now does what I expected.     1    2    3   4  mapped onto each face.

I am trying to get the texture on each face to be different.
I'm just playing arround and trying to come to terms with all the tools available.
Bit by bit
« Last Edit: July 26, 2008, 08:34:50 PM by Delerna » Logged
Shaolin_Bboy
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« Reply #3 on: July 26, 2008, 08:37:38 PM »

sorry buddy can't help ya then, really uv mapping is the way to go for most game texturing.  I still don't have gamecore working yet so I can't really give you advice on texturing primitives.

you may want to look into some free 3d software to just become familiar with the ins and outs of modeling, texturing, and animation.
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The jungle creed says the strongest feed on any prey they can, and I was branded beast at every feast before I ever became a man.
Delerna
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« Reply #4 on: July 26, 2008, 09:06:08 PM »

Thanks Shaolin Bboy
Im a newbie to Game Core but not Game engines or 3D modelling/texturing.
I just saw the standard box geometry as a way of getting simple objects into a project.

I edited a box to min thickness and set the diffuse map to a tree image.tga.
By using 2 of those intersecting each other at right angles, it makes a pretty good tree.

I was hoping to use a box to make a rudimentary house.
It looks as though that it will not be possible to use them for much more than brick fences,
billboards etc. Anything that has the same texture on all faces.
Of course I could make each surface of a box from individual boxes but that would be better done
in a modelling program. I use a combination of Milkshape, Wings3D and Med and I just obtained TrueSpace.
TrueSpace looks great. Med is from the other Game engine I was using (3DGameStudio)

Wish you every success getting GameCore working. It's been great for me so far.
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Shaolin_Bboy
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« Reply #5 on: July 26, 2008, 09:20:13 PM »

oh okay...my mistake

This will be my first 3d game engine...I've used multimedia fusion for quite some time, I made some pretty sweet games, but I need something that exports to  consoles.  Besides, you can get a lot more content when you're working with 3d graphics.

I'm definately more familiar with the art aspects, i've been using lightwave 3d and zbrush for about 6 years now.

Yeah, i'm not really having a problem with gamecore, it's internet explorer keeps giving me errors when I try to enter my license key in...I emailed support, but I think i'm going to have to wait till monday to hear back from them.
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The jungle creed says the strongest feed on any prey they can, and I was branded beast at every feast before I ever became a man.
Delerna
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« Reply #6 on: July 26, 2008, 09:35:23 PM »

yea zbrush. I downloaded the trial version of that.
I started out making some very weird shaped mud balls
but by the end of the trial period I was beginning to acquire
some expertise with some of the tools and made some faily decent models.
I saw on the site how in the hands of an experienced user
it produces some truely amazing models.

I may end up buying it yet, I'll see how true space turns out.
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acocq
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« Reply #7 on: July 27, 2008, 11:51:36 AM »

Delerna,

keep in mind that ZBrush and TrueSpace are aimed at different (although similar) objectives.  While TrueSpace does a decent job "all around" (I've owned TrueSpace ever since version 4 and have upgraded to 5, 6.6 and 7.5 just to see 7.6 being available free of charge), ZBrush is a professional tool for making extremely high-poly, high-detail models. It's just awesome !

One of the issues with TrueSpace has always been instability and a weird concept of "undo" ... but it has been fun.  I switched to LightWave a few years ago and just appreciate the clean interface and the modelling ease & workflow in LightWave ... and now with GameCore the incredibly easy pipeline  Grin

Cheers,
Andreas
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Shaolin_Bboy
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« Reply #8 on: July 27, 2008, 04:17:39 PM »

I don't use zbrush for high poly stuff...I model low poly game objects in lightwave then import them to zbrush to unwrap and texture them...you can also subdivide your low poly model several times to displace the surface and ultimately make normal maps for your low poly objects. (I have never been successful in normal mapping yet)
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The jungle creed says the strongest feed on any prey they can, and I was branded beast at every feast before I ever became a man.
pixel_legolas
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« Reply #9 on: July 28, 2008, 03:40:38 AM »

shaolin, you  have to enter your name that you registered the product to and also the same code again that you used for coupon. It's your license number that you got when you bought the engine.
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acocq
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« Reply #10 on: July 28, 2008, 03:56:16 PM »

I don't use zbrush for high poly stuff...I model low poly game objects in lightwave then import them to zbrush to unwrap and texture them...

Interesting approach ... I had never thought of that ... will have to give that a try one of these days  Wink

Cheers,
Andreas
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gekido
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« Reply #11 on: July 28, 2008, 05:02:36 PM »

The default 'Box' object in GameCore is just a simple prefab object that can be sized / textured seperately if you don't have (or don't want to) model something specific for an object.  Technically the box objects can also be used as cylinders and spheres if you modify their properties under 'edit box' as well.

The old 'FPS' game template from Beyond Virtual used them as well for the building geometry in the default world. 

You can adjust both the UV tiling and Offset under 'Edit Box' if you edit the values
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Delerna
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« Reply #12 on: July 29, 2008, 03:42:59 AM »

Yea I saw the cylinder and sphere settings.
Any plans on other primitive shapes such as wedge,pyramid etc?

As for the texture repeat and offset, I'll play with them. Thanks
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gekido
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« Reply #13 on: August 12, 2008, 12:28:59 AM »

note: You can now specify different textures for all 6 sides of the cube if desired
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