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PostPosted: Thu Dec 30, 2010 2:25 pm 
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Legendary Driver
Legendary Driver

Joined: Thu Oct 29, 2009 12:01 pm
Posts: 1067
Dave, I have been thinking about a way to get complicated UV mapping from Blender into rFactor and I think I might have come up with a simple solution that should be easy to add in. AFAIK, there is no way to be able to transfer multiple uv channels from Blender to Simed due to the limits on 3ds/obj etc. My first thought was to add in a UV editor but that's probably asking too much :D

Then I had an idea that keeps in tune with the way Simed operates now.
In the 'tex coords' section in the material editor, you could add a button 'Get UV's'. Which will select a mesh (3ds, etc) and load the uv mapping from the mesh but not the mesh itself.

In more detail,,
For trackside grass you might have t1 lerp t2 mul t3 add t4.
t1 is unwrapped to a spline and and in the uv editor is in a straight line.
t2 is a single image overhead of the track and is mapped to a planner.
t3 is mapped to a planner but tiled
t4 is mapped to a planner and tiled
Attachment:
uvmapping.jpg
uvmapping.jpg [ 188.83 KiB | Viewed 951 times ]


In Blender I would first unwrap the mesh in a straight line and that would be the base for t1. That would be imported into Simed.
Then I would duplicate the mesh in Blender and unwrap it to a planner, line it up with the image and export it.
Then in Simed I set up the materials for the mesh, I get to t2 and click the 'tex coords' button, then select the 'Get UV's' button and select the mesh that is mapped for t2.
Simed will then get the UV mapping information from the mesh and apply that to uv channel 2.
and so on with t3 and t4.

This would also come in very handy when converting older tracks and maybe even be really handy with the (unknown) features of rf2 when it comes to converting rf1 tracks over. (that's if you plan to support rf2 that is :D).

Anyway, see what you think.

Cheers


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PostPosted: Sun Jan 02, 2011 7:48 am 
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US Pits Crew
US Pits Crew

Joined: Thu Sep 01, 2005 9:58 am
Posts: 751
Location: Barnet, London
At the moment there is a way because the Tex Coords button allows you to swap the texture channel coordinates and the paste vertices function allows you to only paste the texture coordinates so it would take a lot of button presses but I am sure it could be done.

However, it would be much more convenient to add some new functionality along the lines of a 'Get Texture Coords' button so I will add that at some point in the near future.

Cheers!

Dave N.


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PostPosted: Sun Jan 02, 2011 2:14 pm 
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Legendary Driver
Legendary Driver

Joined: Thu Oct 29, 2009 12:01 pm
Posts: 1067
Good stuff Dave! Thanks :thumbsup:


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