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Thread: How to adjust textures at secret-doors ?

  1. #1
    Member
    Registered: Jul 2013
    Location: Germany

    How to adjust textures at secret-doors ?

    Hi

    I texture an secret door via "Shape->TextRepl rx".

    This works. But how can I adjust that texture ? Scaling and rotating ?

  2. #2
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Outside of DromEd in your texture editor.

  3. #3
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    Not to sound rude, but all these questions you're asking have been asked and answered (some many times over) here in this forum, if you will just search for them.

  4. #4
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Ive made the same question not long time ago, since i never new how to do it via that dromed editor i had to edit the texture in question in photoshop, i made a square selection in the center of the image and croped it, adjusted its resolution and then in game mode the texture looks to have a decent scale.

  5. #5
    DromEd Archmage
    Registered: Nov 2010
    Location: Returned to the eternal labor
    Three way to do that:

    1] As Larry said, you can just edit the texture until it looks good
    2] Converting the .bin file into 3ds and edit the UV of the models via a 3D modelizer such as anim8tor, blender or 3DSMax
    3] Create a .mtl file named like your texture and set the appropriate parameters to change the scale, UV or rotation of your texture
    (Warning : the mtl will be applied to all textures with that name, you should do it from some copy)

  6. #6
    Member
    Registered: Jul 2013
    Location: Germany
    Thanks for the answers.

  7. #7
    Member
    Registered: May 2006
    Location: Russia
    The best method I've found is to export WR from DromEd into Obj format.

  8. #8
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    I prefer to cover secret doorways with a cabinet, a painting, or some other object that doesn't need to perfectly match the surrounding texture.

  9. #9
    Member
    Registered: May 2002
    Location: Texas
    I agree with Robin, or you can use square columns flush with the wall on either side of the door to obscure the edges.

  10. #10
    Member
    Registered: May 2006
    Location: Russia
    Yes, you shouldn't avoid the annoying problem with incorrect lighting then.

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