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Trouble working large texture implementations.

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01-04-2015 12:41 PM
RobertJenkins1
Deactivated User

I'm new here and I'm learning the basics for texturing building textures. I read up on the Help section that dealt with "setupProjection" that seemed to answer a questions about the assets tileing seamlessly.

Unfortunately I can't seem to make the "seamless" part work when the building sides are large.

Attached is an example:  (disregard my facades in the background, learning Facade Wizard too!)

wall.png

Here is the code that I've been playing around with.for facades and textures.

*************************************************************************

*************************************************************************

version "2014.0"

const dirt_tex    = "assets/3D_City_Design_Assets/Material_Library/DirtMap/Dirt Map 1.jpg"

attr groundfloor_height    = 4

attr OverwriteColor = "#ffffff"

attr textureScaleX = 1

attr textureScaleY = 1

import Roof_Textures:"/ESRI.lib/rules/Roofs/Roof_Textures.cga"

attr wallTexture = "assets/3D_City_Design_Assets/Material_Library/WallTextures/wall_concrete_4.jpg"

attr wallTexture2 = "assets/3D_City_Design_Assets/Material_Library/WallTextures/Brick Red No Mortar Running Bond.jpg"

import facade : "Facade_Ballet.cga"

Building -->  extrude (16) 

comp(f) {front : Facade | right : Wall(1) | left : Wall(0)| back : Wall(1) | top : Roof}

//| side : Side

#! SIZE 30.0 27.26128

@Location(1218,496)

Facade -->

setupProjection(0, scope.xy, textureScaleX, textureScaleY)

//setupProjection(0, scope.xy, 1.5, 1, 1)

  setupProjection(2, scope.xy, '1, '1)

facade.Facade

Side -->

facade.Facade

Wall(walltype) -->

    case walltype == 0 :

        color(OverwriteColor)

        texture(wallTexture) 

        set(material.dirtmap, dirt_tex)

        projectUV(0) projectUV(2)

    // bright bricks with dirt

    // dark bricks with dirt

    case walltype == 1 :

        color(OverwriteColor)

        texture(wallTexture2) 

        set(material.dirtmap, dirt_tex)

        projectUV(0) projectUV(2)

    // bright bricks with dirt   

    case walltype == 2 :

        color(OverwriteColor)

        texture(wallTexture) 

        set(material.dirtmap, dirt_tex)

        projectUV(0) projectUV(2)

    // dirt only   

    else :

        color(OverwriteColor)

        set(material.dirtmap, dirt_tex)

        projectUV(2)

Roof -->

    Roof_Textures.Generate

*****************************************************************************

*****************************************************************************

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RobertJenkins1
Deactivated User

I got the question answered from this post:  Re: building rule with texture

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