Game Development Community

Texture scaling questions Max -> Map -> Dif

by Cameron Ditty · in Artist Corner · 11/30/2003 (3:10 pm) · 3 replies

I am using GLB 2.21 to build then export buildings. I then use Quark to convert the .map to .dif. I am just getting the hang of this, but I have a problem with textures. When I add a texture and then need to scale it in max, I have been changing the u/v tiling in the materials properties. I do this for things like windows, I turn a picture of 1 window into 3 rows of 30...
I am guessing that the x and y scale ate the end of a fce in a .map brush is to take into account this effect.

When I export with GLB it places all of the texture scales to 1 1 and not what I scaled it in max. I tried find/replace in wordpad, but when I import/export using Quark, it resets the texure scale to 1.00000 1.00000


Has anyone else had this problem? What is the best way arround it?


Thanks in advance,

Cameron

#1
11/30/2003 (4:56 pm)
Well you should texture in Quark for starters. GLB doesn't really export the texture coordinates correctly.
Also in Quark check your Configuration/maps/options and make sure to uncheck the box that says "Dont write floating point coordinates". If that is checked then it will round your decimals off and give it a 1 to 1 ratio or more for your texture.

Hope that helps let me know how it works out. Mocheal Little the writer of GLB is a friend and I would happy to put you in touch with him if you have any GLB specific questions. He has just released version3.0 but it doesn;t handle textures yet either. He wants to change that but thats pretty hard thing to do.

Matt
#2
11/30/2003 (4:58 pm)
Really version 3.0 is out. Very cool I will have to go an investigate it a bit to see what he has done with his Map exporter.
#3
11/30/2003 (5:03 pm)
It still says version 3.0 is coming soon. Unless im looking in the wrong spot. Maple3d.com? Is there also some tutorials on GLB?