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DarkBASIC Professional Discussion / How do I connect textured objects?

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Wolf4D
16
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Joined: 5th Oct 2009
Location:
Posted: 23rd Oct 2010 15:32
Hi all!
I have very, very strange problem
There are a lot of pre-textured objects in my program. They can be loaded only as objects (not as meshes) - there are some multi-texturing on them... so, I want to merge two objects into one.

If I had non-textured objects, I had to turn them into meshes and then assign one object to another as limb. But, if I'll do this, I'll lose all my textures on them, won't I?

How can I do this withous loosing textures?
Maybe, I can use vertexdata operations?.. But how should I do this?

Sorry for my bad English.
gbark
20
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Joined: 14th Oct 2005
Location: US - Virginia
Posted: 23rd Oct 2010 22:23
Once you convert your object to a mesh, and then add the mesh as a limb, you might be able to use TEXTURE LIMB to get your texture back.

I say "might" because I don't know if UV data stays intact or not when you convert an object to a mesh. I would imagine it would, though. Definitely worth a try at least.

I believe you can also "stage number" parameter to assign multiple textures to the same object, it would look something like:


You might be able to play around with that for your objects that are multi-textured.
Wolf4D
16
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Joined: 5th Oct 2009
Location:
Posted: 23rd Oct 2010 22:47
I have already tried something like that. After loading object as mesh I loosed all my texture coordinates - this is not acceptable while working with real complex texturing. My program work (now, without object-merging) this way:
0) Load dbo-object with texture at stage 0 (this is a clear light map without base texture and with UV-slicing as hard as hell )
1) Load and set texture on stage 1 (my diffuse map, normal UV)
2) Load and set texture on stage 2 (my bump map, normal UV)
3) Load and set texture on stage 3 (my height map, normal UV)

Really, after mesh-loading, UV for slicing on step 0 is missing, and it's terrible

Sorry for my bad English.

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