I can't place export well a tiling texture into my .LOD
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Hi everyone,
I hate to ask, but I haven’t been able to find a solution yet, and this is taking me too long. I am stuck in this stupid step.
I am trying to create a new .LOD for a new feature that will be part of a photorealistic Airbase. I have followed the video tuts Arty and Demer recorded, and also tried to gather al info on this post, manuals, guides and so on. But I can’t find nothing directly related to this issue.
What I am trying to achieve is a new runway feature that uses a seamless texture tiled in the runway. That means, the texture repeats itself many times in the polygon where it is placed.
Everything looks fine on 3ds, but I tried to follow to ways of exporting the texture: 1) By using the render to texture 2) By using directly a .dds bitmap saved in photoshop before, the placed in the Material Editor as is, and placed using UVW Map modifier.
On both ways, when I export as .LOD I cannot get the desired result.
This is how it looks on 3ds (and how I wished it would look on the .LOD)
This after rendering
This is how it looks if I use the “Render to texture” method, arty explains on his videos
And this is how it looks when I use the “Use a .dds as bitmap method” I tried myself after frustration from the first method.
Does anyone know why am I sucking so bad at it? Because I, so far, can’t.
Thanks in advance
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It looks like your texture is not stored in DB.
I’m not sure … But try:
In LodEditor navigate to (top bar)
1 Help … Model/Texture Setup …
2 Select Add/Replace Texture …
3 Choose your new texture ….This should work.
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textures size are
64
128
256
512
1024
2048
4096 -
I get it. Any natural number divisible by 4(thats what PS required)? Or just those sets?
I thought that i could do 512x128 which is what I had before. Guess not.
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Oops from the values seems 2^n
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Of course, they are a perfect square