AnsweredAssumed Answered

Trouble working large texture implementations.

Question asked by rjenkins1960 on Jan 4, 2015
Latest reply on Jan 4, 2015 by rjenkins1960

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.

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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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