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Re: Texture Mapping and Blending [message #387208 is a reply to message #387196] |
Wed, 20 May 2009 12:25 |
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LR01
Messages: 842 Registered: April 2006 Location: The Netherlands
Karma: 0
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Colonel |
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a method is to attach them (the planes) again and weld the vertices, then apply a new UVW map
did you use plane ore box whit the uvw map?
Moding can be real Fun...
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Re: Texture Mapping and Blending [message #387260 is a reply to message #387169] |
Thu, 21 May 2009 01:23 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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Delete all of your Renegade Materials and start again or try and find any reasons within the materials' settings the exporter is complaining about. Possibly one of your meshes has too many passes?
Alternatively you could have placed the gizmo for every one of the UVW maps at the same coords (expand the UVW map modifier).
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: Texture Mapping and Blending [message #387261 is a reply to message #387260] |
Thu, 21 May 2009 01:28 |
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LR01
Messages: 842 Registered: April 2006 Location: The Netherlands
Karma: 0
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Colonel |
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oh yea, forgotten to tell you that
If you attach planes, there materials must have the same amount of passes.
so, what I am saying is that you should make a other pas on your ground terrain.
Moding can be real Fun...
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Re: Texture Mapping and Blending [message #387424 is a reply to message #387169] |
Fri, 22 May 2009 01:21 |
Blazea58
Messages: 408 Registered: May 2003
Karma: 0
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Commander |
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What i always used to do was just texture everything with the exact same texture on pass 2 and use pass 1 for all your different materials.
Then when it comes to vertex paint, instead of putting it around the edges, put it in the middle avoiding any of the very edges of any mesh. Then re select every single mesh and redo the uvw all at once and it should be perfectly seamless.
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