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Thanks Gille,
I will try this :).
Fabian.
>
> 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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