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| Setting the correct UV coordinates for brick faces? |
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| Demian:
Okay I got the UVs down. Normals, no idea. |
| soba:
--- Quote from: Demian on July 31, 2011, 06:49:48 PM ---Okay I got the UVs down. Normals, no idea. --- End quote --- Top face is the brightest, so its 0 0 1 0 0 1 0 0 1 0 0 1 Bottom face is darkest, so its 0 0 -1 0 0 -1 0 0 -1 0 0 -1 North quads are 0 1 0 0 1 0 0 1 0 0 1 0 East quads are 1 0 0 1 0 0 1 0 0 1 0 0 South quads are 0 -1 0 0 -1 0 0 -1 0 0 -1 0 West quads are -1 0 0 -1 0 0 -1 0 0 -1 0 0 It defines the lighting on the face, say, you want to mix brightest with darkest, you do 0 0 1 0 0 1 0 0 -1 0 0 -1 |
| Demian:
--- Quote from: soba on August 03, 2011, 05:57:39 AM ---Top face is the brightest, so its 0 0 1 0 0 1 0 0 1 0 0 1 Bottom face is darkest, so its 0 0 -1 0 0 -1 0 0 -1 0 0 -1 North quads are 0 1 0 0 1 0 0 1 0 0 1 0 East quads are 1 0 0 1 0 0 1 0 0 1 0 0 South quads are 0 -1 0 0 -1 0 0 -1 0 0 -1 0 West quads are -1 0 0 -1 0 0 -1 0 0 -1 0 0 It defines the lighting on the face, say, you want to mix brightest with darkest, you do 0 0 1 0 0 1 0 0 -1 0 0 -1 --- End quote --- Thank you! Excellent description. Now I know how to do the position, UVs and normals. Yet my brick crashes the game. Coverage is still a bit iffy and I have no idea what that jazz is right after the SPECIAL line. --- Code: ---2 0 .5 0 1 1 .833 0 -.5 0 1 2 9 --- End code --- For UVs, read this article through two or three times. http://www.rozengain.com/blog/2007/08/26/uv-coordinate-basics/ |
| soba:
I would have needed a "UV Coords for dummies" book if I were to learn manually like that, lol |
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