[2013-5-16] UV Map repeating doesn't work on custom textures

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X3on
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Joined: 26 May 2012, 17:36
Location: Denmark

[2013-5-16] UV Map repeating doesn't work on custom textures

Post by X3on »

When trying to make the UV map repeat the texture on a surface it doesn't work as expected. This is an example of what I'm doing inside of Blender: http://i.imgur.com/Zi724Kc.jpg

You can see the UV coordinates are extended beyond the texture which should repeat the texture 4 times on the surface, as shown on the right of the image. However when importing the object into the game using the NadeoImporter it looks like this: http://i.imgur.com/ucANeZF.jpg

I'm using the latest version of maniaplanet and NadeoImporter as of today (16/05/2013)
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TMarc
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Re: [2013-5-16] UV Map repeating doesn't work on custom text

Post by TMarc »

I guess the UV map must also be of the size of the texture, but it is not tileable.
In the present case, you might need to create a UV map texture that is 4x your original texture, so it fits the complete side of the box.
X3on
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Joined: 26 May 2012, 17:36
Location: Denmark

Re: [2013-5-16] UV Map repeating doesn't work on custom text

Post by X3on »

The thing is that with the default nadeo textures uv map repeating works. It just doesn't work with custom texture. Also being able to do this rather than having to tile the texture would allow for a smaller size and save me a lot of time as well.
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TMarc
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Re: [2013-5-16] UV Map repeating doesn't work on custom text

Post by TMarc »

ok, good point!
And what if you split the face into 4 smaller squares as temporary workaround?
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Nadeo
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Re: [2013-5-16] UV Map repeating doesn't work on custom text

Post by Fix »

It's not a temporary workaround, it's working this way intentionnaly (for texture packing compatibility), it's how you have to make your custom objects : slice your polygons, and move the uvs.
Do not fake tiling in your texture (or exploit this to make your texture more interesting)
X3on
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Joined: 26 May 2012, 17:36
Location: Denmark

Re: [2013-5-16] UV Map repeating doesn't work on custom text

Post by X3on »

That's a shame really. If people make their own titlepacks with custom objects I'm sure they know what they're doing and can handle their texture usage just fine. I see the advantage of doing it the way you want to, but for some purposes it's much better to be able to tile individual textures.

Basically: Why not give the creators the choice of how they want to handle their textures?
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