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BAT Help - Texturing Issues

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I need some know-how help in texturing/uv mapping a cone surface where the texture on the cone surface needs to match up (tiling-wise) with an adjacent sloped wall surface. Using a "box" mapping makes the adjacent edges match up perfectly but it leaves a deformation in the texture running vertically up the middle of the cone's surface. I can add (edit) a pic if someone thinks they can help but I'm assuming some of the more experienced BATters here at ST have solved this problem and can simply tell me the correct uv mapping technique to use. I've tried all the mapping options (orientation type ... e.g. cylinder. planar, box, etc) as well as adjusting the gizmo orientation and sizing but nothing seems to work. I'd really appreciate a solution. Thanks.


Believe in only what you can prove.

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Last Online: A long, long time ago... 
 

JayStimson, this is the way:

rounded_odd_1.jpg

rounded_odd_2.jpg

As You see, the straight block and the cone have different UVW modifiers and the heigth parameter is adjusted to get them to align.



EDIT ehh sorry about that empty square. Posting in the new forums obviously needs some trial and error...

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Thanks Odd. Your pictures helped identify what I was doing wrong when I tried using cylinder mapping. The height was okay as my cone/cylinder object was the same height as the adjacent sloped plane so that wasn't the problem. The problem was that I am using only 1/4 of the cone/cylinder (slice on 0 to 270) and so the I needed to resize the default gizmo's diameter to match a complete cone/cylinder and re-align it directly over the center (top view) of the cone cylinder. I've attached a pic for you to see the results. I'd post it directly but it's too big for that (don't want andreas scolding me) and I haven't figured out the new posting mechanisms for converting a posted pic to a link.
Anyway, thanks for the help. Much appreciated. Now I can finish my project the way I really wanted it to come out.
BTW, I really like your creations and admire your talent.


Believe in only what you can prove.

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Ok, I'm kinda lost on the texturing thing. First off, I have a problem where my textures are rendering (actually using preview) at many times the size of what it displays in gmax. I made my own fitted texture for a given wall, and it is displays fine in gmax (if a little crass), but when I go to preview it, it seems to streach the texture to about 4x the original size. Has anyone seen this before? Does anyone know the problem?

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I actually tested the above, and it turns out that it's exactly 4x the original size. If I tile it 4x my intended, it works just fine in the preview, but obviously doesn't look right when texturing in gmax.

Here's an image:

textrend6ii.jpg

It's only doing it down the width of the tracks in the above, the tie spacing is just fine.

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I am a new to BAT and this website and needed help. I just read 2 pages of stuff and it did not answer my problem which I assume is simple but since I am a complete $%&^! to BAT was hoping someone could help me out

build10zf.jpg

I am completely lost. I am trying to follow

https://www.simtropolis.com/forum/messageview.cfm?catid=49&threadid=46464&enterthread=y

on building a skyscraper (my first time using BAT). I do not know how to texture since for whatever reason anytime I try and make the windows texture (which I have) on the top box it goes on both. Likewise anytime I try and texture the bottom box with concrete that goes on both. How do I do it so that I seperate box 1 and box 2 in that when I texture one with a bitmap the other does not change as well?

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Topic: diagonal pattern on textures.

I know this has been discussed before, but for the life of me I can't find the thread. What is suddenly causing these annoying diagonals on this stone texture?  As you can see the two pictures, it was displaying fine before, but after the model became more complicated, the exact same texture started displaying with this diagonal pattern, no matter how I adjusted it.

post-34182-12985064623202_thumb.jpg

post-34182-12985064625885_thumb.jpg

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I noticed this problem happens even without the textures.  Very frustrating:

post-34182-12985064627558_thumb.jpg

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Well at the risk of looking like a crazy person, talking to myself, I'll answer it in case someone else has the same problem. It's a lighting problem and not a texture problem.  The huge lighting rig that comes with the BAT doesn't work properly. I managed to get a custom rig from a very helpful ST celebrity, and ... problem solved!

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Thanks so much, bixel. I didn't name you because I was afraid you might become the unofficial hugelightrig supplier against your will.  Is there an appropriate place we could upload the file to make it available to everyone?

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I suppose, the Omnibus would work I guess, that or Mods. Go ahead and upload, somebody else made the gmax scene, I made the 3DS scene by copying all the exact placement of the camrigs in the gmax scene, so there perfectly identicle, just one is gmax and one is 3ds. format.


I love coffee and buildings.

You can find more info about me here > http://nbixelsimcity.tumblr.com/

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Hi everybody,

i'm new with B.A.T. (and simtropolis) and this is my first attempt, hope this is right thread for my problem.

when i texture my building the texture not is always displayed. For example i close my BAT file and when i re-open it same texture are missing... I apply UWMap and click "show etc.".

This is random, sometimes happen sometimes not. Have you any suggestion?

In the attach file you can see roof textured but not walls...

Sorry for my english, i hope you understand my problem.

post-175460-1298506574949_thumb.jpg

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Ok, i'm a very idiot user...9.gif ghghgh

...element was freeze...

sbagliando s'impara...

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I was wondering how to make windoes light up at night so that the entire pane of glass is luminated, like on office buildings.

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Firstly, sorry if I make a mistake in this post - I've no idea how to embed my picture in this post by the way (if anyone wants to explain to me how to do this, great!).

I'm having a problem with the Essential BAT Tutorial.  I get to the bit where I'm supposed to texture the windows, and instead of getting see-through windows, I get windows that are difinitely not see through.  I'll attempt to upload screenies to show what I mean.

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Well I can't figure it out so here goes:

This is what the windoes are supposed to look like (according to the Tutorrial):

http://img167.imageshack.us/my.php?image=battutorialwindows8yv.jpg

This is what my windows actually look like:

http://img167.imageshack.us/my.php?image=mybatwindows2gc.jpg

It's doing my head in, cos I can't understand what I'm doing wrong. Sorry for messing up the posts, by the way, but it's not clear how you add pictures and links (think I need a tutorial for how to post!!).  Thanks for your help, by the way.

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Shpangler:  type in "nitelite" before the rest of the name of anything that you want to light up at night.  But please try to look harder before asking questions, since that question has been answered a lot of times before, and it's a very basic question.  Read some of the tutorials in the Omnibus.

Trigger100:  Don't worry about what it looks like there, what matters is what it looks like when you do a preview render, or when you export it.  Yours looks different from his because you have different graphics cards in your computers, but that won't affect your final result.  Mine aren't see through in gmax either 2.gif.

To post pictures, there is a little icon.  It's a picture of a grey mountain, and a yellow sun with a yellow sky.  You can click on that, and you put the url of the image in the box, and it will do the rest.  The icon is next to the smily face where you can pick smilies from.


02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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Brilliant, thanks for your help Jasoncw, that really helps! Out of interest, any idea why my GMax doesn't show the textures like other people's? Is it to do with my graphics card?

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click on the hammer in the top rclick on right hand corner, then UVW remove, a screen drops down then click on materials.

Hope that helps

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pylonprev1yk4.jpg

I have a twisted, 90°, box (to the left).  I want the lines to be like the picture on the right.

I tried uvw unwrap, but I can't figure it out at all, lol.  I got it to the point where I had all of the sections made, but I couldn't figure out how to apply a material from after that.  All of the tutorials I've read think I already know how to do that part, but I don't.

I also tried making an individual plane, giving it a plane uvw map, and then converting it to a poly and twisting it myself, but that doesn't work out.


02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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pylonprev1yk4.jpg

I have a twisted, 90°, box (to the left).  I want the lines to be like the picture on the right.

I tried uvw unwrap, but I can't figure it out at all, lol.  I got it to the point where I had all of the sections made, but I couldn't figure out how to apply a material from after that.  All of the tutorials I've read think I already know how to do that part, but I don't.

I also tried making an individual plane, giving it a plane uvw map, and then converting it to a poly and twisting it myself, but that doesn't work out.


02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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pylonprev1yk4.jpg

I have a twisted, 90°, box (to the left).  I want the lines to be like the picture on the right.

I tried uvw unwrap, but I can't figure it out at all, lol.  I got it to the point where I had all of the sections made, but I couldn't figure out how to apply a material from after that.  All of the tutorials I've read think I already know how to do that part, but I don't.

I also tried making an individual plane, giving it a plane uvw map, and then converting it to a poly and twisting it myself, but that doesn't work out.


02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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Looking at your box, I'm not sure I see the result you want. For one, I think that your model of the twisted box is not the same as in the picture on the right. The top and bottom of your base match, but it looks like the bottom and top of the pic on the right have only a 45 degree difference (i.e., you've twisted your box too much). Could you better describe the texture issue, I mean it looks like the lines are matching up on the sides......the one side is darker because of shadow, is this what you are trying to resolve? Sorry I can't be of more help.

Is your texture large enough to cover the whole model?

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Looking at your box, I'm not sure I see the result you want. For one, I think that your model of the twisted box is not the same as in the picture on the right. The top and bottom of your base match, but it looks like the bottom and top of the pic on the right have only a 45 degree difference (i.e., you've twisted your box too much). Could you better describe the texture issue, I mean it looks like the lines are matching up on the sides......the one side is darker because of shadow, is this what you are trying to resolve? Sorry I can't be of more help.

Is your texture large enough to cover the whole model?

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Looking at your box, I'm not sure I see the result you want. For one, I think that your model of the twisted box is not the same as in the picture on the right. The top and bottom of your base match, but it looks like the bottom and top of the pic on the right have only a 45 degree difference (i.e., you've twisted your box too much). Could you better describe the texture issue, I mean it looks like the lines are matching up on the sides......the one side is darker because of shadow, is this what you are trying to resolve? Sorry I can't be of more help.

Is your texture large enough to cover the whole model?

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