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GMax: multiple textures on one object

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OK, I have a little problem with GMax. I can not use a different texture on a polygon. I want to use a different texture for the roof of my object, but GMax only allows me to use the texture I assigned to the walls.So, has anyone found a way to apply a different material to a polygon in an object?I found a work around by creating a different object with only a plane for the roof, but I think there must be a better way :)ArnoMember NL2000 Teamhttp://home.wanadoo.nl/arno.gerretsen


Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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I assume you have the object converted to editable mesh.select the top polygon which is the roof.Right click and from the menu select detach.Now you have created another object (the roof), apply plannar mapping to it and then apply a texture to it.So now, you should have the whole building textured ok.Select the original object and from the modifiers section select attach and attach the roof to the building.Now you have the unified building. Though not obligatory, I generally weld all the vertexes at this point.There are lots of ways to do one thing at Gmax. This was only one way...Biber

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Thanks, I just found another way while trying some things.I think I forgot to make it an editable mesh yesterday, because then I could only apply one material on the object. But now I have made it an editable mesh I can just select the polygons of the roof and then drag-and-drop the texture (material) I want on it from the material navigator. Then that material is applied to the selected polygons. This seems an even faster way to do it :)ArnoMember NL2000 Teamhttp://home.wanadoo.nl/arno.gerretsen


Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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Hi Arno one word of advice if you are going to map directly with outdetaching the polly(s) is that planar maping may not allways give you the results you want in many "games" not just FS2002 due to the fact that planar mapping is a "simple" 2d projection and can causea texture to "warp" in many cases. If you are working with a variation on a box try different types of mapping like "box"etc and take a look at the resutlts. As well when you map planar its harderto map something that's on some angle other than either "up down" Z axis or "flat on the ground" with out the texture distorting. Hope this is of some help. http://members.rogers.com/klasik2/danlogo.gifhttp://members.rogers.com/eelvish/flyurl.gif

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Arno, it took me an awful long time to crack this one! I tried the same, but it didn't work when I tried to add another texture mapping to a different part of the object, as the original selection was overridden by the later one. I finally got it to work with this method: 1. Add a mesh select modifier to the stack. 2. Using this modifier, select the part of the object for the mapping. Unless you change it, the modifier will "remember" the selection indefinitely. 3. Add the UVW modifier and adjust as required. To add a new texture mapping: 4. Add another mesh select modifier to the stack and select another part of the object. 5. Add another UVW modifier etc.... You can continue with many more mappings. Each mapping has its own mesh select and UVW modifier. You can probably see how it works when you recall that the stack works from the bottom up. Each UVW modifier will operate on the selection from the mesh select modifier below it. Best regards, Chris

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Yes, I know that tutorial, but it didn't help me with this problem (I have solved the problem now btw). I am using a texture that is repeated on my object. This way I can make a look of similar windows with only a small piece of texture. I'll post some screenshots when I have finished the object.ArnoMember NL2000 Teamhttp://home.wanadoo.nl/arno.gerretsen


Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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So, finally finished my object. I must say I am going to appreciate GMax very much :). It was quite easy to make this building, with a round roof (after I found the options in GMax). I made the entrance by substracing to parts from each other, really a cool feature.http://home.wanadoo.nl/arno.gerretsen/pics/tud_lib_01.jpghttp://home.wanadoo.nl/arno.gerretsen/pics/tud_lib_02.jpgArnoMember NL2000 Teamhttp://home.wanadoo.nl/arno.gerretsen


Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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Hi Arno,Nice job !What "options" did you use for the round roof ?I've send you by mail my addresses.Costin

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Hi Costin,I used a spline to make the shape and I then extruded it. Because the building is not rectangular when viewed from the top I first made a box with the correct topview-shape. Then I took the intersection of both objects (compound object -> Boolean). This work really fast and easy.After that I thus had an object with the correct shape and I just applied the different textures to the different parts.BTW. The entrance was made by substracting another shape (just a simple box).ArnoMember NL2000 Teamhttp://home.wanadoo.nl/arno.gerretsen


Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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I used the same tehnique, but sometimes I have some problems with compound objects. It is written in Gmax's help when not to use boolean, but I think they don't cover all the situations. I have to make some more experiments.Costin

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