Yiling a texture on a mesh!

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Swift
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Yiling a texture on a mesh!

Post by Swift »

Okay been playing about a little with this engine, I have 3ds max and have created a displaced plane with a tiled texture on it.. IE i bmp thats tiled so it does not look stretched, when I export the mesh and texture using the ogre expoter pluggin v 1.19 I exports the mesh fine but when I load the mesh into Ogre the texture is not tiles, its stretched, is there a way to fix this please?

Thats step one later I will most prob ask about positioning diff textures all over the place on one mesh etc etc but thats for a later date.

Swift

P.S. Its late I am tired and I have bad spelling :)
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metaldev
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Post by metaldev »

what is the resolution of your texture?
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maxxoros
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Post by maxxoros »

In
texture_unit
{
texture grass_1.tga
filtering point point point
scale 0.1 0.1
}
The scale will be the tile for texture 1/0.1 = 10 -> texture was tiled 10 times
Until now I must do this by hand :(
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metaldev
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Post by metaldev »

@swift---
another thing i just thought of:

are you using unwrap UVW and the UV editor to tile your plane?

or are you just modifying the tiling option in your Material Editor?
my guess that the Ogre exporter would ignore the latter option.
Swift
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Post by Swift »

Metalaldev: I am just using the material editor to tile the plane, I am not such an advanced user of either Ogre or 3DS Max yet, so I do things the easy to find ways :). The resolution of my texture is 256x256, I didnt want to do anything to large, its just a mud type texture. I am just toying with ideas at the moment, a friend and I are playing with ideas in ogre to see how we ould like to do landscapes best, The terrain scene manager just distorts the landscape way to much for my liking at greater distances :( And I found a very large low poly count mesh is nice and fast to render, has a huge viewing distance and doesn't to distort :)

maxxoros: Will have a play with that tonight and see what I come up with, thank you for some code.

Swift
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