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"Siber" <nomail@nomail> wrote:
> Figured out some things, but there are still some missing peices.
>
> UV mapped textures can't be layered, but you can layer textures and then UV map
> them only afterward. My ancient photoshop wasn't saving out the alpha channel,
> but I found a format it would do so for. So now I can layer the textures
> properly, but when I try to use the recoloring macro from the other thread on
> the team and stripe layers, it errors out.
>
> "Parse Error: No matching } in 'texture', macro identifier found instead"
>
> This is with the exact same line that works if used in an unlayered texture by
> itself. Not perfectly, however. When I test it on it's own, it appears to lose
> it's transparency, which would make layering it somewhat useless.
>
> In an attempt to help you help me, I've packaged all the necessary files here:
> http://dl.dropbox.com/u/896078/UNH_FII.rar
I tried that and noticed that one of the files was named incorrectly -
UNH_FII_HULL_DIFFUSE.png was named UNH_FFI_HULL_DIFFUSE.png (note two 'F's
instead of two 'I's). I renamed it and changed the wm_UNH_FII_HULL texture to
the function method I was describing:
//----------------- Begin Code:
#declare TEAMCOLOR = <1.0,0,0>;
#declare STRIPECOLOR = <0,0,1.0>;
#local TeamMap = function { pigment{ image_map { "UNH_FII_HULL_TEAM.bmp" } }
}
#local StripeMap = function { pigment{ image_map { "UNH_FII_HULL_STRIPE.bmp"} }
}
#declare wm_UNH_FII_HULL =
texture{ // underlying hull texture
pigment{
image_map{
png "UNH_FII_HULL_DIFFUSE.png"
}
}
}
texture{ // Team colors
pigment{
function{ TeamMap(x,y,z).gray }
color_map{
[0.00 color rgbt 1 ]
[1.00 color rgb TEAMCOLOR ]
}
}
}
texture{ // Stripe colors
pigment{
function{ StripeMap(x,y,z).gray }
color_map{
[0.00 color rgbt 1 ]
[1.00 color rgbt STRIPECOLOR ]
}
}
finish {
ambient rgb <0.000000, 0.000000, 0.000000>
diffuse 0.700000
brilliance 1.000000
metallic 0.000000
specular 1.000000
roughness 0.010000
}
}
//----------------------
-Reactor
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