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So I'm making this door. I have a door knob at the door. Thing is, the door knob's texture is a different texture as the body, but the same as the hinges. This makes the door knob a seperate object right? Well if I moved the door, will the door knob move too? If I can implement this some how, how would I do this?
(08-02-2013, 01:56 PM)JustAnotherPlayer Wrote: [ -> ]So I'm making this door. I have a door knob at the door. Thing is, the door knob's texture is a different texture as the body, but the same as the hinges. This makes the door knob a seperate object right? Well if I moved the door, will the door knob move too? If I can implement this some how, how would I do this?

Its simple.

When giving physics and such to an object in the model editor you must attach the mesh to a body. When having multiple meshes it's as simple as attaching them all to the same body.
(08-02-2013, 02:16 PM)The Mug Wrote: [ -> ]
(08-02-2013, 01:56 PM)JustAnotherPlayer Wrote: [ -> ]So I'm making this door. I have a door knob at the door. Thing is, the door knob's texture is a different texture as the body, but the same as the hinges. This makes the door knob a seperate object right? Well if I moved the door, will the door knob move too? If I can implement this some how, how would I do this?

Its simple.

When giving physics and such to an object in the model editor you must attach the mesh to a body. When having multiple meshes it's as simple as attaching them all to the same body.

Thanks dude! +raep
Why isn't it just a combined mesh? All one model.
(08-02-2013, 05:05 PM)Statyk Wrote: [ -> ]Why isn't it just a combined mesh? All one model.

if you use different textures you must use different meshes(which will be seen as submeshes by model editor)
(08-02-2013, 06:04 PM)The Mug Wrote: [ -> ]
(08-02-2013, 05:05 PM)Statyk Wrote: [ -> ]Why isn't it just a combined mesh? All one model.

if you use different textures you must use different meshes(which will be seen as submeshes by model editor)

Well yes, but I can't see why he'd need them separate. A door seems okay to mix textures into one file/UV space.
(08-03-2013, 01:20 AM)Statyk Wrote: [ -> ]
(08-02-2013, 06:04 PM)The Mug Wrote: [ -> ]
(08-02-2013, 05:05 PM)Statyk Wrote: [ -> ]Why isn't it just a combined mesh? All one model.

if you use different textures you must use different meshes(which will be seen as submeshes by model editor)

Well yes, but I can't see why he'd need them separate. A door seems okay to mix textures into one file/UV space.

Well I can't make all textures that I got into one texture, then UV-Coordinate them. Sure, I can do the UV-coordination, but it's the "make all the textures to one texture" thing that I can't do.
Well your suppose to export the UV layout (Blender has an option at the bottom of the UV Editor, "UVs > Export UV Layout"; Maya/3ds may have something similiar.) to a location on your comp, open it up in Photoshop/GIMP and edit away.

Just make sure all the pieces are joined together in one object before you export. Don't export multiple separate UV layouts. (Select all the pieces and do Ctrl + J to join them, if you use Blender.)
(08-03-2013, 05:51 AM)Rapture Wrote: [ -> ]Well your suppose to export the UV layout (Blender has an option at the bottom of the UV Editor, "UVs > Export UV Layout"; Maya/3ds may have something similiar.) to a location on your comp, open it up in Photoshop/GIMP and edit away.

Just make sure all the pieces are joined together in one object before you export. Don't export multiple separate UV layouts. (Select all the pieces and do Ctrl + J to join them, if you use Blender.)

What if I told you I don't. You don't need every object exported into one in Amnesia. Blender can do so, like Maya and 3ds Max can too.
(08-03-2013, 06:12 AM)JustAnotherPlayer Wrote: [ -> ]
(08-03-2013, 05:51 AM)Rapture Wrote: [ -> ]Well your suppose to export the UV layout (Blender has an option at the bottom of the UV Editor, "UVs > Export UV Layout"; Maya/3ds may have something similiar.) to a location on your comp, open it up in Photoshop/GIMP and edit away.

Just make sure all the pieces are joined together in one object before you export. Don't export multiple separate UV layouts. (Select all the pieces and do Ctrl + J to join them, if you use Blender.)

What if I told you I don't. You don't need every object exported into one in Amnesia. Blender can do so, like Maya and 3ds Max can too.
yeah but its more efficient to have it as one texture so you only have to do one pass for the texture or whatever its called.