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3D game Enviroment...Road Structure+

Started by April 10, 2007 11:33 AM
29 comments, last by WorldPlanter 17 years, 9 months ago
thanks very much for relies guys, much appreciated

I took this approach and got the following results, which as you can probably see helped me out a great deal...

http://img150.imageshack.us/img150/2291/racetrackavn1.jpg
http://img247.imageshack.us/img247/5143/racetrackawireframexv9.jpg

As you cn probably gues my max skills are not that good, as demonstrated by the following question lol...I've got a road texture which i created in photoshop, how to i apply the texture to only the inside polygons, i.e. the road. whenever i try to apply a texture to a single polygon in the object it textures the whole thing and get veyr weird results.

thanks angain for your help guys
update on the texturing problem front...

http://img180.imageshack.us/img180/995/weirdtexturingproblemmh3.jpg

this is how far i have got, for some reason some the road tetxures are the wong way around???
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Quote: Original post by ov3r_dr1v3
thanks very much for relies guys, much appreciated

I took this approach and got the following results, which as you can probably see helped me out a great deal...
thanks angain for your help guys


By "this" approach do you mean the line creation method that I suggested?

If so, getting the textures applied should actually be fairly simple.

First of all you're going to have to use a Multi/Sub-Object material, so open the material editor and click on a blank swatch and in the rollout where it says Standard click then choose the Multi/Sub-Object material from the list and hit Ok. Just tell it do discard the old material.

Hit the delete button until only two slots remain. Make sure their ID's are 1 and 2. Click on the material slot for the first one and give it your road bitmaps. Go back up the hierarchy through the dropdown list to the Multi/Sub-Object material again and click on the second slot to setup your sidewalk textures.

Now that the material is setup we move onto the geometry.

You're going to hate me for this but you'll probably need to recreate your track from scratch. This time in addition to the other settings I mentioned put a check next to Generate Mapping Coordinates. Create your track as usual. If you're lucky you might just be able to go back to your Line in the Modifier Stack and truon on Generate Mapping Coordinates without having to recreate it.

When you're done apply the new material that was previously made. At first it will only show the ID 1 material, which in this case should be the track textures. In the Edit Poly modifier go to Edge mode and select a span edge from each of the sidewalks. Click the Ring button in the modifier rollout to grab all the sidewalk span edges. Hold ctrl and click on the Poly mode button in the rollout to convert the selection to polys. Click the grow button if necessary to grab the sides of the sidewalks. In the modifier rollout under Polygon Properties there should be a section labeled Material:. With the sidewalk faces still selected type a 2 in the Set ID field. The faces should now be using the second material slot of your Multi\Sub-Object material.

At this point all your textures are still going to be stretched along the length of the track. Just go back to your Multi\Sub-Object material in the Material Editor and adjust the tiling for each of your maps. Keep in mind though that this is only going to get them to appear correct in Max. You'll have to adjust these tiling values in whatever engine you're using to get it to display correctly in the game once you export. Another alternative is to apply a UVW Unwrap, go to Edit then non-uniformly scale the UV's in the direction that is needed to reduce the stretching. This will allow you to bypass tiling and not have to worry about it when you export into a game engine.

If you've already tried all this and still have issues let me know. I'm not trying to talk down to you. I just don'w know your skill level or what you've tried yet.

[Edited by - WorldPlanter on April 11, 2007 11:00:40 AM]
i'm still having a bit of trouble texturing it.

please dont feel condecending at all, any help any one can provide is like gold to me...so thanks again for helping me buddy

these are some images o what i have so far...I did as you said in teh above post, but didnt really understand the last paragrapgh. I'd be interested to hear more about the UVW unwrap, so that i wouldnt have to do anything major in the programming.

http://img119.imageshack.us/img119/5118/goodresultsel5.jpg
http://img119.imageshack.us/img119/6268/badresultssp2.jpg
Quote: Original post by ov3r_dr1v3
i'm still having a bit of trouble texturing it.

please dont feel condecending at all, any help any one can provide is like gold to me...so thanks again for helping me buddy

these are some images o what i have so far...I did as you said in teh above post, but didnt really understand the last paragrapgh. I'd be interested to hear more about the UVW unwrap, so that i wouldnt have to do anything major in the programming.

http://img119.imageshack.us/img119/5118/goodresultsel5.jpg
http://img119.imageshack.us/img119/6268/badresultssp2.jpg


I'm at work right now, so I'll have to wait until tonight to give a more thorough explanation. There are others here on the forums that should be able to explain the UVW Unwrap, but if no one else responds I'll post tonight.
I'm kind of having fun playing around with different techniques.

If you think it might be useful I'll try to create a tutorial tonight that will cover the entire process of creating a track and its landscape including materials. I actually have devised a technique that will allow the track to be editable, controlled easier, and even have the terrain automatically adjust to meet its height and position. Since I'm at work I haven't actually tried it yet, but I'm confident that it'll work.

Would this be something that you or other artists might be interested in?
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I would be very interested

thanks buddy
Quote: Original post by WorldPlanter
I'm kind of having fun playing around with different techniques.

If you think it might be useful I'll try to create a tutorial tonight that will cover the entire process of creating a track and its landscape including materials. I actually have devised a technique that will allow the track to be editable, controlled easier, and even have the terrain automatically adjust to meet its height and position. Since I'm at work I haven't actually tried it yet, but I'm confident that it'll work.

Would this be something that you or other artists might be interested in?

sure, go for it!

-------------------------Only a fool claims himself an expert
This tutorial is going to be a little more involved, so rather than attempting to make one large thread for it here on the forums I decided I'd set it up on my website and just provide the link. This will also allow me to reuse some images that I've used for other tutorials in the past. I should either have the link to it tonight or tomorrow. Stay tuned.
Quote: Original post by WorldPlanter
This tutorial is going to be a little more involved, so rather than attempting to make one large thread for it here on the forums I decided I'd set it up on my website and just provide the link. This will also allow me to reuse some images that I've used for other tutorials in the past. I should either have the link to it tonight or tomorrow. Stay tuned.

cool, no rush, just always happy to learn new techniques, can't wait.
-------------------------Only a fool claims himself an expert

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