XML:ONLV: Difference between revisions

472 bytes added ,  22 June 2013
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use only one texture projection per object
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{| style="float:right"
{| style="float:right"
|[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/making_a_surface_transparent_and_twosided_zpsa8950d1f.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/making_a_surface_transparent_and_twosided_tn_zpsae6709f0.png]
|[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/making_a_surface_transparent_and_twosided_zpsa8950d1f.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/making_a_surface_transparent_and_twosided_tn_zpsae6709f0.png]
'''Figure 1'''
|}
|}
[[Image:AKEV_single_object_multiple_textures.png|thumb|200px|right|'''Figure 2'''<br>one object with multiple textures, one per polygon cluster]]
[[Image:AKEV_single_object_multiple_textures_ingame.png|thumb|200px|right|'''Figure 3'''<br>blue: twosided<br>glass: twosided and transparent<br>random metal: no flag (onesided)]]




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It's also possible to set this in Mod Tool. Use one image source for diffuse and transparency.
It's also possible to set this in Mod Tool. Use one image source for diffuse and transparency.


It won't work with two image sources even if both sources use the same image. See screenshot if you are still unsure about this.
It won't work with two image sources even if both sources use the same image. See '''Figure 1'''.




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'''multiple textures per object'''
'''Multiple textures per object'''
[[Image:AKEV_single_object_multiple_textures.png|thumb|200px|right|one object with multiple textures, one per polygon cluster]]
[[Image:AKEV_single_object_multiple_textures_ingame.png|thumb|200px|right|ingame test, blue: twosided<br>glass: twosided and transparent<br>random metal: no flag (onesided)]]


Question: How do we apply multiple textures to an AKEV core object?
'''Question:''' How do we apply multiple textures to an AKEV core object?
 
'''Answer:''' Assuming you are using Mod Tool the procedure will be like this. Repeat this for each cluster you create (expect for projection). See also '''Figure 2 and 3'''.


Answer: Once again this is a list for ModTool guys:
* select some polygons
* select some polygons
* goto Material > Phong
* goto Material > Phong
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* add a texture and connect "Image" with "Phong", choose "diffuse" as illumination mode
* add a texture and connect "Image" with "Phong", choose "diffuse" as illumination mode
* double-click "Image" to open Material page
* double-click "Image" to open Material page
* in Texture Projection section, click on "New" and choose a suitable projection
** do this only if there isn't a projection in the "Texture_Coordinates_AUTO" cluster yet
** OniSplit processes only one texture projection, see '''Figure 4'''
* choose texture and UV, fine-tune UV via [alt]+[7]
* choose texture and UV, fine-tune UV via [alt]+[7]
Repeat this for each cluster you create.
 
 
[[Image:AKEV_multiple_textures_one_projection.png|thumb|200px|right|'''Figure 4'''<br>use only one texture projection per object]]




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