Path: chuka.playstation.co.uk!news From: Craig Graham Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: 3d textures Date: Mon, 19 Apr 1999 11:19:38 +0000 Organization: Data Uncertain Lines: 35 Message-ID: <371B114A.4FA86BF9@hinge.mistral.co.uk> References: <371A4B2F.C06737E1@hotmail.com> NNTP-Posting-Host: d3-s55-211-telehouse.mistral.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5 [en] (X11; I; Linux 2.0.36 i586) X-Accept-Language: en will atkin wrote: > > Can someone explain in laymens terms what you have to do to make sure > textures line up with their respective models. > > My little group has gotten our characters all designed and beautifully > textured but when we load the tims into video memory using loadimage() > some of them don't show up and some of our models end up appearing with > the startup bricks wrapped all over them.. looking pretty ugly indeed. > > At this point we can get only on texture to appear correctly at once and > it appears on more than one model sometimes. > > I've tried messing around with the timtool3 to try to change their video > memory coordinates so they don't overlap, but this doesn't work > correctly and things end up looking just plain freaky. > > Some questions I have: > > Is their more to the coding side than just using the loadimage() > function and memory addresses.. maybe I am missing something.. > > and > > If remap the tim to different video memory coords do I have to retexture > the model using the updated texture? After moving a texture with timtool, you gotta re-make the TMD from the RSD (as the RSD contains texture-relative coords and the TMD contains video memory absolute UV's). > Will Craig.