Is there a way to map textures so that they are mirrored from each other? Does .x files suport this?
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- Mirror tiled textures
Author Topic: Mirror tiled textures (Read 2662 times)
Yes you can uv map the .x any way you want in a modeler and apply tiled texture.
Not sure what you mean by mirroring tiles ?
Not sure what you mean by mirroring tiles ?
Like this, but as you can see the plane had to be subdivided in order to mirror the tiles. I already know sketchup is incapable, but I was wondering if there are other modelers that can specialy tile textures this way.
hey rush, i've seen this trick used in many of my favorite Dreamcast games, in Sonic Adventure 2 there are some very creative uses of UVing... i use it in my projects a lot even in the racer demo as seen below
but, you have to use the geometry to do so... i mean you cant use various mirrored tiles on one face
but, you have to use the geometry to do so... i mean you cant use various mirrored tiles on one face
I c.. Yea, they use this kind of texturing in some N64 games too.
-and yea, that would be awesome to have a shader...
-and yea, that would be awesome to have a shader...
hi everone,
it's actually very simple to do in any shader (but only do it for the diffuse texture as it will mess up a normal map unless generating the normal map on the fly based on a diffuse map but that's another shader altogether, but if you just need diffuse then this is the best answer)
in the texture sampler section of the shader code:
add or modify: AddressU,AddressV(alternatley aswell AddressW) (edit: usually this is set to WRAP)
other adress handle for UVW are: border,clamp,mirror,mirroronce,wrap
hope that is helpful.
it's actually very simple to do in any shader (but only do it for the diffuse texture as it will mess up a normal map unless generating the normal map on the fly based on a diffuse map but that's another shader altogether, but if you just need diffuse then this is the best answer)
in the texture sampler section of the shader code:
add or modify: AddressU,AddressV(alternatley aswell AddressW) (edit: usually this is set to WRAP)
Code: [Select]
sampler2D ColorSampler = sampler_state {
Texture = <diffuseMap>;
MinFilter = Linear;
MipFilter = Linear;
MagFilter = Linear;
//---
AddressU = MIRROR;
AddressV = MIRROR;
//---
};
other adress handle for UVW are: border,clamp,mirror,mirroronce,wrap
hope that is helpful.
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