Yandros on 21/3/2015 at 13:25
From within Dromed, no. The scaling and UV on an object are part of the .bin file itself, so you would have to edit it to suit your needs. What I usually do instead is cut out a section of the wall texture I'm using that fits the door's dimensions, scale it as needed to the nearest power of two in both dimensions, and use that for the door. You can of course adjust UV on the wall texture to line it up as needed.
LarryG on 21/3/2015 at 13:39
Another approach is to build a wall where the door is supposed to be and texture it, adjusting scale & u/v to match the surrounding wall seamlessly, then re-texture the surrounding wall to contrast, and take a full bright screenshot as close to 90 degrees to the wall as possible and as large and high resolution as possible. Then in PSP or Paintshop or equivalent, cut out the door shape, square it up as needed, and then rescale it to the nearest power of two, then use that to texture the secret door. Once you get it in-game, you can tweq the colors as needed (in your photo editor) to perfectly match the surrounding wall in the lighting conditions of the area.
But what this has to do with candles is beyond me. I think this thread has been hijacked.
qolelis on 21/3/2015 at 14:33
Quote Posted by LarryG
Another approach is to build a wall where the door is supposed to be and texture it, adjusting scale & u/v to match the surrounding wall seamlessly, then re-texture the surrounding wall to contrast, and take a full bright screenshot as close to 90 degrees to the wall as possible and as large and high resolution as possible.
...or just do wr_export_obj, import the obj file into your 3D modelling software and remove everything that isn't part of your secret door. No need to fiddle with trying to get a decent screenshot and all that jazz. I usually also multibrush the solid "door" first and load it into the default cube to get a cleaner export.
R Soul on 21/3/2015 at 19:59
I find it easier to use a wood panel texture because there are several custom door objects to which it would map nicely. Another solution is to use a painting or a wardrobe and then you don't have to worry about getting object textures to line up with terrain textures with lighting to match.
Yandros on 22/3/2015 at 04:26
I also use an object to cover a secret passage about 95% of the time because it's much easier.
ZylonBane on 22/3/2015 at 16:30
Quote Posted by LarryG
...you can
tweq the colors as needed...
How to tell you've #beendromedingtoolong.