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GPLSF - new BRM 1a released

6 posts by 4 people · 21 Aug 2000 13:03 UTC - 21 Aug 2000 19:20 UTC

Regular Racer 21 Aug 2000 13:14 UTC#239274
Another fantastic job Ken!!! "ken drouillard" <[email hidden]> wrote in message news:8nr9b9$nd1$[email hidden]... > Hi all, > I have finally released the new BRM with complete interior texturesredone. > Enjoy! > http://129.100.29.86/gpl > >
Rick Boyd 21 Aug 2000 14:11 UTC#239192
Hi Ken, Thanks for all your great work. Any chance of you doing 2 piece, hi-res 3do's, (as mentioned by Mr. Smiley last week) for us V3 guys? Thanks again. Rick "ken drouillard" <[email hidden]> wrote in message news:8nr9b9$nd1$[email hidden]... > Hi all, > I have finally released the new BRM with complete interior texturesredone. > Enjoy! > http://129.100.29.86/gpl > >
Rick Boyd 21 Aug 2000 16:04 UTC#239206
Due to my being a dumbass, Ken responded to my question via e-mail. I've pasted the text below in hopes that someone can help him. > I have been looking in to that for a few reasons.....I may need to do this > for the Cooper anyway......but I can't figure out how to reposition >textures once you change the shape of a textured polygon.....so I have hitthat > wall........if I figure out how to do that it will be a relatively easy > task.....but without that it's looking impossible......I'll try to keep >you posted.....don't hesitate to remind me now and then though =] "Rick Boyd" <[email hidden]> wrote in message news:8nrdap$sa2$[email hidden]...
Quoted text (24 lines)> > Hi Ken, > > Thanks for all your great work. > > Any chance of you doing 2 piece, hi-res 3do's, (as mentioned by Mr. Smiley > last week) for us V3 guys? > > Thanks again. > > Rick > > > "ken drouillard" <[email hidden]> wrote in message > news:8nr9b9$nd1$[email hidden]... > > Hi all, > > I have finally released the new BRM with complete interior textures > redone. > > Enjoy! > > http://129.100.29.86/gpl > > > > > >
George M. Smiley 21 Aug 2000 18:36 UTC#239099
"Rick Boyd" <[email hidden]> wrote: > Ken responded to my question via e-mail. I've pasted the > text below in hopes that someone can help him. > >> but I can't figure out how to reposition textures once you >> change the shape of a textured polygon Edit the (u, v) texture coordinates for each vertex Map your texture to a u/v plane, where u is the horizontal ranging from 0.0 to +1.0 (right most portion of texture being +1.0) and v is the vertical ranging from 0.0 to +1.0 (bottom most portion of the texture being +1.0). The polygon will occupy a portion of this plane as specified by the texture coordinates you choose. You need not be very precise as long as the texture coordinate values for vertices shared between polygons utilizing the same texture are the same. The trick is in lining up multiple textures but even that should be easy if you stick to texture that are the same size and subdivide the center cockpit triangle down the middle. I'd help you more, but I've got a GPL project of my own to work on! - George
ken drouillard 21 Aug 2000 19:20 UTC#239104
I'll print that out and take a few days to digest all that detail (it kinda went right over my head) Thanks for the info George! "George M. Smiley" <[email hidden]> wrote in message news:FEeo5.24$[email hidden]...
Quoted text (31 lines)> > "Rick Boyd" <[email hidden]> wrote: > > > Ken responded to my question via e-mail. I've pasted the > > text below in hopes that someone can help him. > > > >> but I can't figure out how to reposition textures once you > >> change the shape of a textured polygon > > Edit the (u, v) texture coordinates for each vertex Map your > texture to a u/v plane, where u is the horizontal ranging from > 0.0 to +1.0 (right most portion of texture being +1.0) and v > is the vertical ranging from 0.0 to +1.0 (bottom most portion > of the texture being +1.0). The polygon will occupy a portion > of this plane as specified by the texture coordinates you > choose. > > You need not be very precise as long as the texture coordinate > values for vertices shared between polygons utilizing the same > texture are the same. The trick is in lining up multiple textures > but even that should be easy if you stick to texture that are > the same size and subdivide the center cockpit triangle down > the middle. > > I'd help you more, but I've got a GPL project of my own to > work on! > > - George > > >

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