Mapping flexibility - Page 3

Mapping flexibility

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Mr. Bob
Posts: 357
Joined: 11 Mar 2010, 09:05

Re: Mapping flexibility

Post by Mr. Bob »

KaiserJ wrote:
i still don't understand why I should break up the mesh. Why not just UVWrap the whole thing and center it at 0?
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...

but hell, im bad with numbers; im sure it can be done.
Don't worry. I can always cut the texture perfectly in half, then check the dimensions, and presto: a location.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Mapping flexibility

Post by SinbadEV »

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.
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