Don't worry. I can always cut the texture perfectly in half, then check the dimensions, and presto: a location.KaiserJ wrote:this is the big problem, at least in my eyes... its hard to figure out an -exact- centre of a map when the texture and heightmap are a different size and you have to use a single point in a large texture sized image to define where the model goes...i still don't understand why I should break up the mesh. Why not just UVWrap the whole thing and center it at 0?
but hell, im bad with numbers; im sure it can be done.
Mapping flexibility
Moderator: Moderators
Re: Mapping flexibility
Re: Mapping flexibility
I'd say do your thing, show it off... if it doesn't work for fiddly reasons we have a lot of great minds who will be able to suggest solutions... and if all else fails the existence of a map that needs (and can be used to test) the features you need might encourage the developers to provide support.