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Using many textures from one BMP

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us-california
I have tried to save some space by compiling all of the textures I needed in to one 1024 x 1024 bitmap. Then I would just use that one texture to get all of the textures needed for the object. The problem is that when I select part of the texture to use, then ask it to tile 2 times on X and Y, the whole texture will appear on the object.
But, if I don't ask it to tile the image, it will stretch it to fit just fine.
Is it not possible for FSDS to use multiple textures from one bitmap (and tile them)?





Thanks!
-Kobbe
 
Hi Kobbe,

don´t know if I understand your question correct. But if you switch to Poly-Mode (selectable with the triangle in the menu-line on the top) instead of Part-Mode you can choose the part of the texture for each individual polygon of your object. So it is naturally possible to use one texture-file and select several parts of the texture.

Hope this helps.

Jörg
 
If you tile a texture it will use the full texture and not a selected part of it. The only way you can part of a texture file on your model is by not tiling it.
A nuisance, I know, because stretching part of your texture on a larger model reduces the resolution of the texture, but no way round it as far as I am aware.
 
To be clear, FSDS will only use the full size of the texture in the direction you are tiling - so for X-tiling it will use the full width but not the full height, and similarly for Y-tiling.

I don't think the overhead of using a (small) number of smaller texture files - if you need these for tiling - would be a significant problem.

Chris
 
Hi,

I think the solution is to create a new material with that texture for the side you wish texture and then don't use the unwrap uvw to ajust the points, use the crop option in the material editor. It's how I did it. I'm sure there's an easier way to tile part of a texture and not the texture as a whole, but it's the only way I've managed to get it to work in gMax. (obs: not tested it on FS to see if it looks the same, some users say cropping doesn't work. Trial and error I think :-) )

Kindly,

Blazer
 
BrBlazer said:
Hi,
I think the solution is to create a new material with that texture for the side you wish texture and then don't use the unwrap uvw to ajust the points, use the crop option in the material editor. It's how I did it. I'm sure there's an easier way to tile part of a texture and not the texture as a whole, but it's the only way I've managed to get it to work in gMax. (obs: not tested it on FS to see if it looks the same, some users say cropping doesn't work. Trial and error I think :-) )
Kindly,
Blazer

Hi Blazer,

it was FSDS and not Gmax as far as I understood the question.

Jörg
 
I think the message has already got through, but for clarity. You can not tile only part of a texture, if you want to tile a texture, the entire height or width will be tiled. So the parts of the textures that need to be tiled, should be placed so that they use the full width and/or height of the bitmap.
 
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