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<Guest>
Posted
Does anyone know if you can add 2 .rsb textures to a polygon in 3dsm and if so how?
I have tried to apply one texture to channel 1 and adding a second UVM map and applying the second texture to channel 2. This is not working, in the game it either renders completely white or totally transparent.(Both Textures will render correctly if one or the other is applied but not if both are applied)


My Polygon is 6m high, i have a brickwall texture approx 5m with an alpha channel at the top. EG.




Ontop of this i am applying a foliage texture which is thin on leaves at the bottom becoming thicker at the top so it looks like a hedge at the top. This to has an alpha channel applied to it so that you can see thru the folliage.



Problem i have is that i can merge the two together in Photoshop to produce one texture (ie a wall covered in foliage) but then i can not tag the wall part as brickwork( so bullets richochet off and sound correctly) and tag the foliage seperatly so bullet/ nades travel thru and is LOS Transparent to AI.(Below is the overall effect i'm after)


If i blend the two together, i could add a surface property channel to the brickwork, so the bricks and foliage act correctly, but then how do i make the hedge at the top LOS, bullet and nade transparent without making the brickwork LOS transparent etc.
The idea is that the wall is covered in foliage and has a hedge at the top you can hide behind(on 2nd floor)without having to add more polygons.
I can get round the problem by cloning the wall Polygons and applying the foliage texture to it but this is going to massively increase my polygon count, not ideal!!
Hope this all makes sense.






Message Edited on 02/05/04 09:10PM by BornToKill_TAW

Message Edited on 02/05/04 09:12PM by BornToKill_TAW

Message Edited on 02/05/04 09:15PM by BornToKill_TAW
 
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<Guest>
Posted
I'm not sure you would be able to do this the way you are talking about. Personally, I think it would look better with the wall polygons 5m high with the texture applied and tagged to get the ricochet effect, then the foliage polygon 6m high and slightly in front to give some "depth" to it.

You might try applying the textures as a composite (I haven't tried this so I don't know if it will work the way you want). Open the material editor and select an open slot or replace the old one. Click the box that says "standard". This brings up a new box. Click on "composite" - This gives you the option to keep the old material or discard it. You then get a roll-out with a base material and 9 other material slots. Click on the base material - this brings up the usual window where you click on the diffuse button to choose your material. Select your texture - I would try the brick as the base texture. By default this is set as map channel 1. Then click the up arrow twice to get back to the composite texture level. Click on material 1 and pick that texture as usual. You probably should set this up as a different map channel, like channel 2.

Then apply the texture to your polygon(s), and apply two UVW map or unwrap UVW modifiers. Set one of these for map channel 1 and the other for map channel 2 (the second texture). Before you do too much you might want to export the map and check the texture in-game to see if it shows up the way you want.


A man only needs one rectum. - F. Salter, "Recon Scout"

 
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<Guest>
Posted
Ok I tryed but not too sure if your going to like I could not do it the way u wanted.

try it this way make a hallway without ends on it but the roof of it should be your leaves if u make it 6m high you shout be able to add the foliage texture to the wall that is on the side u need it at.

If this makes any sence to u cool if not let me know here and I'll try to put it down on here better or I can send u the part I did and u could look at it.

later
BornToKill_TAW wrote:
- Does anyone know if you can add 2 .rsb textures to a
- polygon in 3dsm and if so how?
- I have tried to apply one texture to channel 1 and
- adding a second UVM map and applying the second
- texture to channel 2. This is not working, in the
- game it either renders completely white or totally
- transparent.(Both Textures will render correctly if
- one or the other is applied but not if both are
- applied)
-
-
-
- My Polygon is 6m high, i have a brickwall texture
- approx 5m with an alpha channel at the top. EG.
- - src="http://members.aol.com/ssimondthomas/GR_Mods/
- Wall.bmp">
-
-
-
- Ontop of this i am applying a foliage texture which
- is thin on leaves at the bottom becoming thicker at
- the top so it looks like a hedge at the top. This to
- has an alpha channel applied to it so that you can
- see thru the folliage.
- - src="http://members.aol.com/ssimondthomas/GR_Mods/
- Foliage.bmp">
-
-
- Problem i have is that i can merge the two together
- in Photoshop to produce one texture (ie a wall
- covered in foliage) but then i can not tag the wall
- part as brickwork( so bullets richochet off and
- sound correctly) and tag the foliage seperatly so
- bullet/ nades travel thru and is LOS Transparent to
- AI.(Below is the overall effect i'm after)
- src="http://members.aol.com/ssimondthomas/GR_Mods/
- foliagewall.bmp">
-
-
- If i blend the two together, i could add a surface
- property channel to the brickwork, so the bricks and
- foliage act correctly, but then how do i make the
- hedge at the top LOS, bullet and nade transparent
- without making the brickwork LOS transparent etc.
-
- The idea is that the wall is covered in foliage and
- has a hedge at the top you can hide behind(on 2nd
- floor)without having to add more polygons.
-
- I can get round the problem by cloning the wall
- Polygons and applying the foliage texture to it but
- this is going to massively increase my polygon
- count, not ideal!!
-
- Hope this all makes sense.
-
-
-
-
-
-
-
-
- Message Edited on 02/05/04 09:10PM by BornToKill_TAW
-
- Message Edited on 02/05/04 09:12PM by BornToKill_TAW
-
- Message Edited on 02/05/04 09:15PM by
- BornToKill_TAW
 
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Material/Texture tagging is a per-triangle operation. That's why you're not getting what you want.

What you want to do is make your texture the way you want it, but map it to two seperate objects. This is what your "wall" should look like:



Map your texture on the wall here. Tile it how you want, but line up the transparent top foliage part to the upper polygons. Then, detach the top polygons and tag them as gunshot, grenade, and LOS transparent. That should work for you.
 
Posts: 5 | Registered: Fri February 27 2004Reply With QuoteEdit or Delete MessageReport This Post
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