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To uv-map an object that doesn't have uv-mapping info, you need a tool that lets
you create a map. There are several of them, but the most popular is Steve Cox's
UVMapper, which can be found here :
http://home.pb.net/~stevecox/
Here the procedure.
1. convert the object to obj format (Crossroads)
2. create the map (UV mapper). You have several mapping possibilities.
3. save the obj in UVmapper to create the uv info
4. paint the map in your favorite painting tool
5. convert the obj to 3ds (3DS2Pov)
6. convert 3ds to pov mesh2
7. add the "#version unofficial Megapov 0.4;" statement at the top of the inc file
8. run Megapov
G.
Fabian BRAU wrote:
> Ok Thanks Nathan et all others :),
>
> I have learnt something :).
>
> Fabian.
>
> >
> > Fabian BRAU <Fab### [at] umh ac be> wrote...
> > > Hello All,
> > >
> > > I have some trouble with UV_mapping and Mesh/Mesh2. All is ok with
> > > bicubic patch but with mesh, I cannot get the whole texture on the
> > > object even if I scale down??
> > > The code can be found at pov.bin.scene-file and the image at
> > > pov.bin.images. The code is long but you just need to look the lest
> > > lines of code.
> >
> > Looks like this has been answered, but I'll say something anyways.
> >
> > As mentioned before, the UV (also known surface texture coordinate)
> > information needs to be specified in mesh2 before it can be used. Most
> > modelers that support 3ds export should include uv vector information, which
> > can then be converted to mesh2 using Thomas Baier's 3ds2pov.
> >
> > -Nathan
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