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AppGameKit Classic Chat / Tier 2 AGK 3D 1.088 Request for Tiling Textures

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ManOfActionTM
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Joined: 16th May 2011
Location: Sahuarita, Arizona
Posted: 10th Feb 2013 22:52
So maybe I'm just not thinking clearly on this (a distinct possibility), or perhaps it's already been suggested, but I'm building a level with Plane Objects (walls, floor, ceiling), and there is no way to designate a texture to be tiled across the plane. It just stretches across the whole plane. Shouldn't there be a command to set the size of the texture and then to tile it or not?

Any ideas? Or is this in the works?

It appears at the moment, my only solution is to make Plane Objects the size of the Texture I want tiled, then place that many planes in the level. Not impossible, but just seems like there should be another way.
TrezSoft
AGK Tool Maker
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Joined: 8th Nov 2012
Location: UK
Posted: 10th Feb 2013 23:09
I have no idea if you can do it with a 3D command but I suppose you could use SetImageWrapU , SetImageWrapV and SetSpriteUVScale to create some dynamic images and then grab the new images for use as textures on your planes.
Cliff Mellangard 3DEGS
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Posted: 10th Feb 2013 23:13
This is all done in shaders so far.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
MikeMax
AGK Academic Backer
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Posted: 10th Feb 2013 23:15 Edited at: 10th Feb 2013 23:16
Yes, with the detail map shaders (2nd texture) i have done a scale texture option. It could be done for the first texture no ?

Take a look to my heightmap sample
Cliff Mellangard 3DEGS
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Posted: 10th Feb 2013 23:19
Would be alot better with an option in agk to set this as all task made in shaders are very slow on mobiles

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
Cliff Mellangard 3DEGS
Developer
18
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Joined: 20th Feb 2006
Location: Sweden
Posted: 10th Feb 2013 23:19
Would be alot better with an option in agk to set this as all tasks made in shaders are very slow on mobiles

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
ManOfActionTM
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Location: Sahuarita, Arizona
Posted: 10th Feb 2013 23:22
You heightmap example is AWESOME MikeMax!!

When my team starts working on 3D environments, I'm gonna have to pick your brain on that!

For my current problem, I think the easiest solution (at the moment) is to just make multiple planes, the size I want texture to be.
MikeMax
AGK Academic Backer
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Posted: 10th Feb 2013 23:30 Edited at: 10th Feb 2013 23:30
Quote: "You heightmap example is AWESOME MikeMax!!"


Thanks

Yes it's sure that having a simplement SetObjectTexScale(objID,Uscale#,Vscale#,texStage ) should be better and more dynamic ...
ManOfActionTM
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Posted: 10th Feb 2013 23:34
yeah, so does anyone know if this is something TGC is looking into?
MikeMax
AGK Academic Backer
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Posted: 10th Feb 2013 23:35
don't know but we can ask for it

I need it too. i will ask for it in the main beta thread
ManOfActionTM
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Posted: 10th Feb 2013 23:39
Cool! Thanks MikeMax!
MikeMax
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Posted: 10th Feb 2013 23:40
i will add it to the google code AppGameKit page too
Markus
Valued Member
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Joined: 10th Apr 2004
Location: Germany
Posted: 11th Feb 2013 01:17
you can try a 3d modeling software and export this objects with its uv coords you need. or you can tile the image in the image and use
more resolution, but that's not ok.

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