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Posted by CptWhite on 07-05-2002 05:19 PM:

not so much of a problem for the asimov, simply make the rept texture its own map (simply cant afford to do this on b5) and cylinderical uv map it with a rept of 6 add smoothing and voila !

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[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)

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Posted by Xaphod_x on 07-05-2002 05:54 PM:

I wouldn't risk using cylindrical mapping.

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Posted by Xaphod_x on 07-05-2002 05:54 PM:

I wouldn't risk using cylindrical mapping.

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Forgive my stupidity.
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Posted by tomcat on 07-05-2002 07:22 PM:

i still don't see where is the problem with UV maps in this ****ing Ball with a Rod comming out?
THe ball ..man that is easy UV map..ian remeber the GQuian Engines ..now taht it hard ..
As for the BALL..i told you before why i did it like that..

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Posted by tomcat on 07-05-2002 07:22 PM:

i still don't see where is the problem with UV maps in this ****ing Ball with a Rod comming out?
THe ball ..man that is easy UV map..ian remeber the GQuian Engines ..now taht it hard ..
As for the BALL..i told you before why i did it like that..

__________________
eng Horatiu Popovici


Posted by IPAndrews on 07-05-2002 11:48 PM:

G`Quan engines are easy by comparison. They don't have to be high res. "The ball" does . UV mapping it is easy. UV mapping it efficiently is not. If I use seperate files for the repeating textures the problem is goes away but of course that's less efficient. Making a texture repeat 6 times over 16 polygons when that texture is part of a multi map is however... not fun. I will either figure it out or give up and do it the obvious way Cpt White suggests. Either way it will be done.

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"I have a lot of projects in the fire." - my mate Jules


Posted by IPAndrews on 07-05-2002 11:48 PM:

G`Quan engines are easy by comparison. They don't have to be high res. "The ball" does . UV mapping it is easy. UV mapping it efficiently is not. If I use seperate files for the repeating textures the problem is goes away but of course that's less efficient. Making a texture repeat 6 times over 16 polygons when that texture is part of a multi map is however... not fun. I will either figure it out or give up and do it the obvious way Cpt White suggests. Either way it will be done.

__________________
bsc Ian Andrews

"I have a lot of projects in the fire." - my mate Jules


Posted by CptWhite on 07-06-2002 10:33 AM:

you either change the number of repts (sounlike the original) , the number of polys (much work i presume, + adding more poly probably), or you do it the way I suggest, I dont think its too much of a problem if we only do this when we need too

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[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)

[url=http://www.b5mods.com]Great Wars - Homeworld[/url]


Posted by IPAndrews on 07-09-2002 09:52 AM:

I plumped for the repeating texture. LOD0 is uv mapped and I'll be handing it over to KMN tonight. The others will follow.

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bsc Ian Andrews

"I have a lot of projects in the fire." - my mate Jules


Posted by IPAndrews on 07-09-2002 09:52 AM:

I plumped for the repeating texture. LOD0 is uv mapped and I'll be handing it over to KMN tonight. The others will follow.

__________________
bsc Ian Andrews

"I have a lot of projects in the fire." - my mate Jules


Posted by IceFire on 07-09-2002 01:37 PM:

quote:
As for the BALL..i told you before why i did it like that..

I'm sure we can have both versions.

At the moment, I would rather have it look as close to the show as possible. Thats the plan...but technological issues of course do dictate how close we come.

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Volition Watch Project Manager
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Posted by BabProj Team on 07-09-2002 01:37 PM:

quote:
As for the BALL..i told you before why i did it like that..

I'm sure we can have both versions.

At the moment, I would rather have it look as close to the show as possible. Thats the plan...but technological issues of course do dictate how close we come.

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- The Babylon Project Team


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