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Scaling Textures

Discussion in 'Racer Tracks' started by ZkidMarkZ, Jul 19, 2013.

  1. ZkidMarkZ

    ZkidMarkZ

    Messages:
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    +3
    I'm actually starting to get the hang of how to make a track now; thanks to the help I've been getting from you guys! I now have a working road :) I have also created the ground on the inside and outside of the track, but ran into a problem when applying textures.. The textures are simply scaled to small:
    [​IMG]
    How do I fix this? :)
    Thanks!
     
  2. Alexander Knoll

    Alexander Knoll
    NEVER GIVE UP!!

    Messages:
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    hmm...i'm using Zmod if i try to model, but some times when i do conversions i have the same problem...if so i use the scaling tool in zmod to scale the uv...
     
  3. ZkidMarkZ

    ZkidMarkZ

    Messages:
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    +3
    I'm adding the tga-files in track.shd.. How do I affect the size of these from Zmodeler? Never done that..
     
  4. Sneer

    Sneer

    Messages:
    73
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    +58
    You could add the scalefactor in your shd-material setup.
    Code:
    scale=0.5
    But this is just a workaround, it makes more sense to add the correct uvws in your 3d app.
     
  5. ZkidMarkZ

    ZkidMarkZ

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    I'd love to do it in Zmodeler, but if I set the texture in Zmodeler; what am I suppose to put as 'layer0' then?
    I have tried using 'scale' with different values, but I see no difference..
    Code:
    shader_grass2~vf_standard
    {
      scale=100
      layer0
      {
          map=ground_grass001.tga
      }
    }
    and...
    Code:
    shader_grass2~vf_standard
    {
      layer0
      {
          scale=100
          map=ground_grass001.tga
      }
    }
    Is this wrong?
     
  6. William Geuze

    William Geuze

    Messages:
    577
    Ratings:
    +148
    If you can adjust something in your source, always go that route. The less you have to adjust later on the better, also different shaders have different uses for the 'scale' input function.

    Getting the scale of textures right is something really basic you should be able to do in the software you are using. You wouldn't have to change anything in your track.shd file as only the uv coordinates of the objects which the material happens to be applied to, change. Both examples will not work, the first because a vf_standard doesn't do anything with the scale input if I'm correct, and if it does, it certainly doesn't use it in the way of the 2nd example.

    Hopefully the following page will show you what you need to know to fix this quite easily :)
    http://www.zmodeler2.com/docs/program/lessons/advanced/les1_uvmapping.html
     
    • Like Like x 1
  7. ZkidMarkZ

    ZkidMarkZ

    Messages:
    50
    Ratings:
    +3
    Thanks for the link! I'll read that now :) One question remains though.. what am I suppose to put as 'layer0' then?
     
  8. William Geuze

    William Geuze

    Messages:
    577
    Ratings:
    +148
    What you had will do just fine :)

    Code:
    shader_grass2~vf_standard
    {
      layer0
      {
          map=ground_grass001.tga
      }
    }
    
     
  9. Alexander Knoll

    Alexander Knoll
    NEVER GIVE UP!!

    Messages:
    1,417
    Ratings:
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    yup
    THX Willi good link!
     
  10. ZkidMarkZ

    ZkidMarkZ

    Messages:
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    Ratings:
    +3
    Very helpful! I now have textures with a proper size ;)
     
    • Like Like x 1