It is about time I found out about texturing objects. I found some good textures on the web, like the building in attachment #1. I converted it to bitmap, and reduced it to fit an area of 257x128 for the one ,and 128x127 for the sideview; I then applied a .b3d textfile of a sinilar object, and got the result in attachment #2. Obviously, some fine points have escaped me. Perhaps, someone smarter then me would be so kind as to point me in the right direction; there is, maybe, a good tutorial somewhere? Thanks. Martin
BVE: Objects and Texturing
Collapse
This topic is closed.
X
X
-
RE: Objects and Texturing
Change it to 256x128 and it should be fine
.
--
Tom Beevers
http://brj.rr.nu - Picc v5.2 *released*!Comment
-
RE: Objects and Texturing
Hi
Looks very nice to me!
Being picky (Sorry, I was born like this :+ ), if there are only 5 storeys on the front, there are too many windows on the side. It should be quite easy to sort out, if you were that way inclined!
CheersComment
-
RE: Objects and Texturing
There's a good guide to constructing objects in b3d on Al Barten's site at http://alfredbarten.com/BVE_pro3.html
Regards
eezypeazyComment
-
RE: Objects and Texturing
Thanks Chris; I shall look into the differing floors of this building.
Thanks Easy for the Barton site which I did not know before. In ther mean time I came up with this.
What I have learned so far in the past couple of days, is this: once you set your mind in the proper framework, it is not very difficult to understand ;-), at least the initial stages. This is what I found:
the attachment shows 2 sides of building and presumes a third; the front vertexes 0-3 are black, side 1 vertexes are red, and side 2 vertexes (behind the building) are while. Assume that the front of the building, that is the long side (black vertexes), sits on the middle of track 0. Therefore all 4 x vertexes of the front are 0; two y vertexes are 10 (the height), and the z vertexes are half -10 and +10 (the length is 20); the width is 10. All z vertexes of side 1 are -10 (10 m in front of the 0 vertex of axis z); all z vertexes of side 2 are +10 (10m behind the 0 vertex of the z axis). Half of all are 10 (the height), the other half are 0 (ground-level).
Like this: (the middle of the building is on the 0 vertex of the z axis)
front: 0,10,-10 side 1: -10,10,-10 side 2: 0,10,10
0,10,10 0,10,-10 -10,10,10
0,0,10 0,0,-10 -10,0,10
0,0,-10 -10,0,-10 0,0,10
The sides have to be multiples of 2, they say. And it works well. I presume for a narrow building one could make part of the side invisible. I still have difficulty understanding the placing of the texture on the mesh. What about multiple surfaces, like a steam engine?
There are also roofs to consider, and whatever. Please correct me if I am mistaken somewhere; at least this building looks allright.Comment
-
RE: Objects and Texturing
Glad to see you're getting into this....
Once you've read Al Barten's guide, there is another guide to CSV objects... drop me an email and I'll either send you the link or a copy of the guide (when I get home tonight) .... anyway,there are some CSV commands you can use in B3D format (such as cube and cylinder) that allow you to draw, er, cubes and cylinders, and apply textures to them....
For complex objects, you can define adjacent faces and "stretch" the bitmap image around them.... that's what I did on the car object, George Stephenson's Cottage and Modern Office objects available on my site.... feel free to download them and examine them if you wish....
One thing to watch when "stretching" bitmaps is, if you go too far, the individual pixels start to become obvious!
I've used a similar technique to create some station platform objects... for example, Stocksfield Station on my Tyne Valley Route is a photograph of part of the eastbound platform, stretched around a shape of a platform with its retaining wall and garden behind...
Regards
eezypeazyComment
-
RE: Objects and Texturing
Hello Easy: I am well aware of your fine objects; as a matter of fact two are included in my Amsterdam-Antwerpen route (see Attachment). I also found 'Guide to Building Objects...' by Luigi Cartello. Both this and Al Barton's Guide should help me a lot. Thanks for your comments.Comment



Comment