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PostPosted: Mon Jul 20, 2009 8:24 pm    Post subject: Vertical Texturing Reply with quote

Joined: 16 Apr 2009
Posts: 94

This question is not important and would much rather have my water problem solved than this answered. But...understanding this may help me understand grome texturing better.

I was dorking around and since I don't have an interior creator of any kind I decided to see how far I could stretch Grome. Its pretty obvious this is not a practical application, but as I said, understanding the problems that came up may help me understand the use of Grome as it was intended.

I started out with this mask.


And raised me some walls.


I found that even though these walls were hugely stretched surfaces, they could be textured by wacking out the settings. However, some surfaces experienced distortion when panning the camera in and out, while others did not. The ones that did tended to be facing each other.


I tried opening it in graphite to see if the distortion was there and found a different problem. Some surfaces were semi-transperant, while others displayed the wrong texture. The texture displayed was a texture used in the project, but elsewhere.

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PostPosted: Wed Aug 12, 2009 9:56 am    Post subject: Reply with quote

Joined: 12 Feb 2007
Posts: 1327


The vertical mapping is designed to be used on terrain, so its generation will not cope well with very sharp, artificial like, structures. That is because you would need a very high resolution to the layer so the sharp edges will suddenly change the textures.

Also using the face normals method when using MaskGen may help here.

As for Graphite not showing the same thing, I have to test that. From what I know there are some rarely used cases (which are actually not used at all) when you have custom mapping and spinning that cannot be reproduced by the DirectX setup of engine (compared with Grome).

Adrian L.
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