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Texturizing cubisms

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Reading Topic #841

Member since Sep-8-03 · 25 posts

I want to build a parking garage object, one that I will reuse a few times(first time far away in a parking lot, second time servicing a station directly, so on as I get there). Therefore I'm tring to get some texture on it, either brick or concrete. Is there an easy way to do this using the cube command in .csv. I keep getting distorted texture results. I only need to texture 2 sides really and I can work with that. Should I just make an object to fit in front of the cubed sides with textures instead like I did with a traffic signal.My code from my last edit:
createmeshbuilder
cube,0.5,6,10
generatenormals
loadtexture,brick29.bmp
SetTextureCoordinates,0,1,1
SetTextureCoordinates,3,1,0
SetTextureCoordinates,7,0,0
SetTextureCoordinates,4,0,1
;rotate,0,0,1,90I was messing with the texturecoordinate but haven't found a good combo yet.And finally, shameless screenshot from my beta version 0.0.0.0125 of my route.
N/M I still can't upload(contact your sys admin)

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Member since Apr-6-03 · 144 posts

RE: texturizing cubisms

See Guide to build objects for the BVE simulator
By BVE Italia fans (http://web.tiscali.it/lcartello/)
Release 1.1 - August 2002 - by Luigi Cartello (cartello.luigi@tiscali.it)This portion:

Cube,0.4
LoadTexture,aeratore.bmp
SetTextureCoordinates,3,0,0
SetTextureCoordinates,2,0,1
SetTextureCoordinates,0,1,0
SetTextureCoordinates,1,1,1
SetTextureCoordinates,4,2,0
SetTextureCoordinates,5,2,1
SetTextureCoordinates,7,1,0
SetTextureCoordinates,6,1,1 I have followed this pattern and had it work well from Luigi' directions

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Member since Sep-8-03 · 25 posts

RE: texturizing cubisms

I decided to do the walls the old-fashioned way, which is probably better as I only put in as many polygons as necessary.How much is too much on any one object though, I still have more to put in for this parking garage.
I'm on a 366mhz computer and my performance hasn't changed so I"m probably answering my own question.

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