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!)
Here is the code that I've been playing around with.for facades and textures.
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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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I got the question answered from this post: Re: building rule with texture