June 8, 2003
at 12:00 pm /
#3133
Hi Pete,
thanks for the tip. In my case I’m working with flat square faces. I Found out that it has something to do with the alpha channel. I was battling around with some new tracks for MSTS and didn’t get the ballast to show up properly. This was always the case when using a selection containig the alpha channel
June 8, 2003
at 12:00 pm /
#20518
Hello, I have problems with cropping parts of a texture and applying it to a face. Sometimes, for some reason the cropped part of the texture is rotated by 90 degrees. Althoug the preview in the material menu shows correct orientation. I found no way to avoid this. Other parts out of the same texture do not rotate when applying.
A second, minor thing is that texturing will alter dimensions of the model by (very) small amounts, why?
June 9, 2003
at 12:00 pm /
#20519
Maybe it’s the same issue on both questions…
When you apply texture, the faces you select for texturing get andquot;triangulatedandquot;. andnbsp;This means that the face you textured just became more andquot;complicatedandquot; since it now may have many more andquot;facesandquot;.
If you are using the andquot;SIMPLEandquot; face painting from the right-side menu… you will discover that it is not as smart about texture direction. andnbsp;You should be using the texture andquot;paintandquot; operation from the Object Operations menu. (It looks like a small version of the paint can from the EDIT TOOLBAR). It has a much better understanding of direction. andnbsp;Also, sometimes it’s easier to temporarily rotate your model to apply the texture and then rotate it back.
Think of the right-side andnbsp;Edit Toolbar as andnbsp;being there for simple operations…
You might want to look at the andquot;decaling using the unwrap operation tutorialandquot; as it has some really good techniques for adding textures.
Pete