sNeaksieGarrett on 21/6/2013 at 22:40
What about in the case of a higher res texture being applied to a secret door? I tried placing a 25x256 version of win323 (from bob's texture pack) on a secret door and it tiles improperly. (You see two windows on the door.) I've already tried making a win323.mtl, no matter what numbers I put in there it seems to make no effect. I've tried terrain_scale and tile_factor.
Also, I was just looking in Renderer and I see there's an option for Bump Map. :O
sNeaksieGarrett on 21/6/2013 at 23:10
Right, but how do I force it to scale? Or are you telling me I can't? My understanding was that you could use .mtl files for objects too... I guess what I need to do is make a copy of the new image file and then crop it to the original size. Don't know why I didn't think of that until now.
R Soul on 21/6/2013 at 23:41
I didn't see your mention of tile_factor. That should work for normal object textures, but maybe not when the object's real texture is replace0.gif, and you only apply the window texture using the texture replace properties.
LarryG on 22/6/2013 at 00:06
What secret door object are you using? If its uv's are messed up nothing will help other than to fix it in an object modeler. Does any LGS texture work?
sNeaksieGarrett on 22/6/2013 at 00:07
R Soul: Ah. Well, I did manage to fix it by just cropping the png file and renaming it to something else. I guess I could have just replaced replace0.gif.
Larry, I'm using the SecretDoor7x4.
Nameless Voice on 23/6/2013 at 19:40
Quote Posted by R Soul
I didn't see your mention of tile_factor. That should work for normal object textures, but maybe not when the object's real texture is replace0.gif, and you only apply the window texture using the texture replace properties.
I spotted that in the documentation recently, but sadly I hadn't seen it when doing the EP2 materials. I should go back and change all those materials to use this instead, so that they don't break the objects which use them.
Basso71 on 6/2/2014 at 17:36
My problem is, when I use a mtl file for a texture, in Dromed, when the Light is off, the texture changes to black when I change my viewpoint. Any idea what it is?
ZylonBane on 6/2/2014 at 18:52
This has nothing to do with batch scaling, and anyway your problem description is incomprehensibly vague. Post the contents of the MTL file and exactly what you're doing with the texture.
Basso71 on 8/2/2014 at 18:18
Ok, for example, I'm using a texture which has the size 256x256. Normaly, I give it the size 16 in Dromed. Now it must be 15. Other textures which I want in 15, now needs 14. So I try to fix this with a mtl file.
Name of the texture, planks2.png, mtl file, planks2.mtl. Content, terrain_scale 128 .