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UV Editing adding to editor

 
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SubDrag
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 PostPosted: Tue Jun 07, 2011 1:21 pm    Post subject: UV Editing adding to editor Reply with quote Back to top

This has been an often requested feature, and I finally made a way to implement it. If you get the latest beta or full installer (at around 6 PM EST June 7), versions:
GoldenEye Setup Editor 2.4.33
and Perfect Dark Editor 1.07

Basically, right click on a triangle in room positions mode, and choose Open Vertice Color Menu. Then in there you can edit u,vs via raw values or decimal. When you save, either save with room positions to reexport the whole file, or you can export original vertices to preserve original format and keep same indice file.
 
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Wreck
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 PostPosted: Tue Jun 07, 2011 2:26 pm    Post subject: Reply with quote Back to top

This is an excellent feature that can be used in various scenarios...

Customizing a pre-existing level from GoldenEye or Perfect Dark. If you want to change some architecture around, tweaking the U/V can make it appear a thousand times better. Simply stretching a wall over will also stretch the texture, so this allows you to adjust it for a cleaner blend.

Fixing up errors in a custom-built Hammer (or other) map. If you get repeated textures in an area of your room, making edits to the U/V can make a massive difference. If you know exactly what you're doing, you might even be able to fix it completely.
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EternallyAries
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 PostPosted: Wed Jun 08, 2011 1:40 am    Post subject: Reply with quote Back to top

Hm i dont know if i understand this perfectly but.

The texture problems in my Super Mario Brother map can be fix useing the UV editor now?

If it can i may go reupdate my level again and get it looking much better.
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radorn
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 PostPosted: Thu Jun 09, 2011 5:22 pm    Post subject: Reply with quote Back to top

EternallyAries:

UV coordinates is information attatched to a vertex in a model that states which "point" of a texture should be displayed there.

that is, when the three vertices that forma triangle have their UV coords set, it defines how a given texture is mapped into it.

imagine you have a square of some flexible cloth with a pattern drawn on it.
this would be your texture.
Now you draw over it some coordinate system wich goes from 0 to 1 in each axis, starting at the uppper left corner. and ending at the upper right for the horizontal axis U and the lower left for the vertical axis V
now you stick 3 pins in some points of this cloth and measure the position of these in terms of decimals from 0 to 1.
like this:
point1: u0.20 v0.15
point2: u0.35 v0.85
point3: u0.90 v0.15

now you get some wireframe triangle and wrap the elastic cloth until the 3 pins match the corners of the triangle.

That's basically how UV mapping works.

if you use coords higher than 1 (like 1.000000000000001) or negative (-0.000000000000001), it will result in the texture repeating itself over the surface of a triangle as many times as your UV coords state.
well this would require to be more precise, as it depends on the adjacent surfaces and other considerations. The example I made only has 1 single triangle.
 
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bmw
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 PostPosted: Sun Jun 12, 2011 10:55 am    Post subject: Reply with quote Back to top

Glad to see you figured out a way to implement this - certainly should be useful for correcting hammer texture errors.
 
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