Stroker
06-21-2003, 03:27 AM
I haven't messed with many map making game editors, but with the ones I have played with, they used a cool UVW mapping thing that I would like to reproduce in Max.
Let's say I have a plane that is 256x256. Cool.
So, if I slap on a texture that is also 254x256, then it will fit the plane just fine.
Now let's say I slap on a texture that is 128x128. In Max, it will stretch the 128x128 to fit the 256x256 plane.
I don't want that. I want the 128x128 texture to tile 2x2 on a 256x256 plane.
Let's say I slap on a 128x256 texture on the same 256x256 plane. I want it to tile 2x1.
Is there an easy, automatic way of doing this in Max with out having to mess with UVW Map everytime I slap on a different texture with different dimensions?
Umm... a way to make UVW and bitmap dimensions independent?
Let's say I have a plane that is 256x256. Cool.
So, if I slap on a texture that is also 254x256, then it will fit the plane just fine.
Now let's say I slap on a texture that is 128x128. In Max, it will stretch the 128x128 to fit the 256x256 plane.
I don't want that. I want the 128x128 texture to tile 2x2 on a 256x256 plane.
Let's say I slap on a 128x256 texture on the same 256x256 plane. I want it to tile 2x1.
Is there an easy, automatic way of doing this in Max with out having to mess with UVW Map everytime I slap on a different texture with different dimensions?
Umm... a way to make UVW and bitmap dimensions independent?
