Author Topic: Setting the correct UV coordinates for brick faces?  (Read 1400 times)

 For you people that have experience with custom brick blb's, how might I go about calculating or finding the UV coordinates for each brick face?

Does anyone have some sort of advice on this topic?

I need this information too.

Add me on steam and I'll help you buggers out


Well, I'm gonna be gone for about a weeks time.  Would you be able to help me this weekend when I return or next week?

Thank you for offering to help Soba.
« Last Edit: July 31, 2011, 05:59:23 PM by FrogFreak »

Okay I got the UVs down. Normals, no idea.

Okay I got the UVs down. Normals, no idea.
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

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

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: [Select]
2

0 .5 0
1 1 .833

0 -.5 0
1 2 9

For UVs, read this article through two or three times. http://www.rozengain.com/blog/2007/08/26/uv-coordinate-basics/
« Last Edit: August 03, 2011, 07:11:10 AM by Demian »

I would have needed a "UV Coords for dummies" book if I were to learn manually like that, lol