Erik Hofman <[EMAIL PROTECTED]> said:

> The problem is that I want tot give both sides of the fuselage a 
> different look. Right now the only thing I can do is set the texture 
> coordinates to side and project it on both sides. There doesn't seem to 
> be a way to map a (piece of a texture) to the fuselage in such a way 
> that it covers the fuselage as a whole (front to back, side to side).
> 

You'll need to use the method I described earlier, instead of playing with the
repeat/offset settings.   Set your repeats to 1.0.  Do the thing with the
sqaure...it really works.   Basically for a fuselage with a different texture
on each side (they must be the same file) you do this:

1) Select the surfaces for one half and then do a surface cutaway object. 
This splits the fuselage into two objects.

2) Texture map each half.

3) Merge the two halves back together.  As long as both are in the same
texture file, it'll work.

Here's a screen shot of what I'm talking about.  There used to be a tutorial
for this online but it is gone now:
http://www.spiderbark.com/fgfs/mappingolderac3d.png

I did this by making a big square in the XY window.  Selecting the texture for
it.  Sliding it around until i thought the texture was about where i wanted it
to end up on the fuselage.  Then I merged the square with the fuselage.  Then
I remapped xy.  And voila...you get what is in the screen shot.  Took about 10
seconds total.  On yeah that (almost useless) repeat/offset thing needs to be
set to 1.0 and 0.0 for x and y.

If it isn't exactly right...which it won't be then select the surface of the
square or the four vertices.  Do cutaway object.  Slide it a little.  Merge
again to see the results.

You should make sure that you have the fuselage selecting the same texture
file before you merge.   Or make sure you select the square and then the
fuselage when you merge.  AC3D uses the texture properties from the first
object selected on a merge.

Best,

Jim

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