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View Full Version : Game style UVW mapping?


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?

gaggle
06-21-2003, 10:45 AM
The way UVs work means that the "resolution" of the UVs are inderpendant of the bitmaps resolution. In the sense that the top left corner of the UV will always correspond to the top left corner of the bitmap, irregardless of the size of the bitmap. As far as I can tell what you're asking goes against how UVs work. If you want something to tile the two surfaces needs to occupy the same UV space.

It sounds to me like you're going to have take the 128x256 bitmap, scale the canvas up to 256x256, and clone the 128x256 part to fill out the full bitmap.

Otherwise you're going to have to go in and tweak the UVs to fit the 128x128 bitmap by making sure that the two areas you want to tile, occupy the same piece of UV space.

Stroker
06-23-2003, 03:42 AM
I thought of a better way of explaining it.
What I am looking for is to make 1 bitmap pixel = 1 Max unit.
I've been trying, and I've concluded that I just can't do it.
:sigh:
Looks like I'm in for a lot of work.

Thanks for the thoughts, gaggle.

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