Game Development Community

Different textures per face

by Joe Sulewski · in Artist Corner · 11/29/2004 (8:31 pm) · 5 replies

Is it possible to set a different texture per face? I created a box type of mesh and set UV texture on one face different from the rest. But when it exports it sets all the faces to one texture or the other. Is this possible to do or do I have to create a different mesh for each texture?

By the way, blender renders it the way I want to see it. It's only wrong in the dts.

#1
11/30/2004 (2:36 am)
Joe,

The exporter takes into account the materialIndex of your face. Use blender to assign different materials to the different parts of your mesh.
The UV editor is only for setting the per-face UV coords.

As for your transparency question in the resource post:
* If the first texture channel in your material maps "alpha", the material is set as "translucent"
* If the above is true, and the alpha of the material is < 1.0, the material is set as "additive"
* "subtractive" support is not currently exposed to the exporter

You will want to set both of the available options, depending on your specific requirements of the transparency.
#2
11/30/2004 (5:52 am)
Thanks James. I'm new to Blender so I'm not quite sure what you mean but I'll figure it out.

But just so that I understand what the end effect will be, if I have a texture that has some areas set to and alpha level of 0 and some parts to 100% then you will be able to see threw the clear parts. Is that correct?

Think of a window with lines going threw it or a sewer grate.
#3
12/01/2004 (6:33 am)
Potential Bug

When setting the material index there seems to be a bug when you select export and you are in edit mode.

Here's what I did to recreate the bug.
1. Click edit mode
2. Add a second material index and assign the materials.
3. Assign the index's to the faces.
4. Stay in edit mode and click export

When you load the DTS shape the textures are on the wrong faces. If you go back to blender and go to object mode then click export it works fine.
#4
12/02/2004 (10:47 pm)
Joe,

Not really a bug since its moreso a feature of blender. It makes the assumption you have exited edit mode before exporting ;)
#5
12/03/2004 (4:39 am)
Okay no problem. I also found a problem with mipmap turned on. If it's clicked the textures don't show up. Not sure if that's known or not.

Good news is is that I got the transparency working and the material indexing. I learned a lot about materials and how they work in the process.

I also found a problem with a texture that not's mapped in Torque the same it's mapped in Blender. I'll create a screen shot as soon as I have some time.

Thanks for making the exporter possible.