Hi all,
I have finally released the new BRM with complete interior textures redone.
Enjoy!
http://129.100.29.86/gpl
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
>
>
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
>
>
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 > > > > > >
"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
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]...


































