Level Building and Texturing

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
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souledgar
Posts: 5
Joined: Tue May 22, 2007 1:09 pm

Level Building and Texturing

Post by souledgar »

Hi guys.

I have a problem which i hope you can help me with. I'm have a game development project going on and my team and i decided we were going to do a racing game. I'm in charge of level design and now i've hit a majoy roadblock.

i'm cant texture my level.

Modelling the level is fine, i followed this tutorial to model a usable race track. The problem is texturing. Everything seems fine in Blender when i went according to tutorial, but coding wise i don't see how i can implement it in Irrlicht. I have completely no idea how to texture something as large as a game level (you see, we were only thought UV texturing, and it seems ridiculous UV a level). What i need to learn is how to tile the textures into the level, like Anorasi and H-Craft (the 2 racers on the front page) does it.

I know a few of you would suggest i delve deeper into C++, but i really have no time, at least not if i want to meet the deadline for this school project.

Please help, and thanks in advance.
[what a long post!]
hybrid
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Post by hybrid »

If you have the track as a mesh (or several, does not matter here) there is no reason why you cannot UV map the level and use it in Irrlicht. However, roads could also be textured via planarMapping, there are no steep edges where the textures would be corrupted.
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