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Junior Member
Posted
Can anyone tell me where these options went in the newer
version's? The last version to have these options that I know
of was version 4.3 Alpha 1.

The surfuces don't map properly in MSTS without the "Map
relative to Face" option. ???

Are these option's in the latest version, and if so, where might
I find them?

Thanks for any help....

Patrick
 
Posts: 99 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
Junior Member
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Okay, well I figured out what works with Pro5. I see that
there have been some people looking at this post, and also
see that someother people are having a texture mapping
problem as well with the new release. I am not a teacher,
but I will try my best at explaining what I have found so
far.

It doesn't seem to be a problem with the new release, it's
just a different approach we modelers have to adjust to.

We use to be able to just build away, and not really worry
about much, and when we went to texture mapping our
objects, we would just make sure we had the "map relative
to face" button pushed. At least for me, that had always
worked.

With this new release, we don't have that option at hand,
"at least that I can find", so here is what I found that we
will have to keep our eye's on.

Okay, first, a little about the problem. The problem people,
including myself have been having, seems to be a strange
texture mapping effect. I built a new locomotive here recently
in the new Pro5 version, and when I imported it into MSTS,
the thing was all messed up. I had the time set to 10:00AM
in the sim, so the sun was shining on the left side of the
model, but there were alot of parts on the right side reflecting
the light. Parts on the left were dark. I couldn't figure out for
the life of me what was going on.

Well, here's the answer, at least to this question.

When building our object's, we have to make sure that the
XYZ co-ordinates are correct. I just use the light inside of
3D Canvas and move it around my objects to make sure that
the object I'm working on is reflecting the light properly. If
not, I rotate it so that it is. A combination of using the
"Shift Selection" tool, and rotating the object itself back to
it's proper orientation fixes the problem.

I don't think if you build an new model from the ground up you
will have this problem to worry about. But I myself, like many
others have pre-built objects from the older versions of
Canvas that we like to use, so we don't have to build them
all over again. Just remember with these older objects, if you
used the "map relative to face" tool, then you may have to
re-adjust things when using them in Pro5.

I have found a couple of other things that help with some
texture mapping issue's. I will not post them now, but if
anyone has a question about texture mapping, I will try to
help if I can.

Here is a screen grab of my current project in 3DP5:
[img]http://www.3d-perfection.com/3DCp5.gif [/img]

Patrick
 
Posts: 99 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
Member
Posted Hide Post
If you are a Pro user and you need ussage/technical support please post to the Pro/LP forum.

This lighting issue is probably caused by a shift operation. If you apply a Crease operation it may well resolve it. I don't think you need to move/rotate the models around in 3D Canvas. I'll have a look at this in more detail for version 5.0a which should be available in about 3 weeks.

As for the "Map relative to face" option, it has been replaced by a much more sophisticated system. If you look at the main tool bar there are a series of options on how to apply operations. They are "World", "Camera", "Object" and "Face". Also, you can turn on an orientation map (just to the right of these options) that will show you better how the texture will be applied.

Richard
 
Posts: 2378 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
Member
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Richard mentioned using the crease operation.  I haven't used this much.  Can someone elaborate on it's use and intended function?  I haven't used it and wonder if I'm missing out on something.

Mike
 
Posts: 111 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
Member
Picture of troub
Posted Hide Post
I haven't used the "crease" much myself either, but from screenshots I've seen, it looks like it makes an edge "crisp."  What I mean by this is that sometimes when you create edges, the renderer tries to shade them so that they appear smoother than they actually are.  This is very useful for creating things like cylinders, which often should look smooth.  If you're doing something squarish-looking, though, it is often inappropriate.  You want it to look square, not smooth, so you can apply the crease operation to readjust the normals and make the edges more apparent.  I think  Smile
 
Posts: 206 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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