Hi,omaremad wrote:Im sure any one who attempted at using blender at making levels found a very annoying problem:
UV mapping of brushes.
The problem is unlike deled quark etc... blenders automatic reaction when adding a texture to a brush is to stretch the whole texture over the face, moreover there isnt any automatic method available in blender that takes into account the size of the face etc... most uv methods in blender arent suited to repating textures too which games require.
so i made asmall simple scipt that automatically uv`s any mesh that is composed of quads. The uvmapper yields quite diffrent results from blender's ones and looks more like a specialised mapping tool
Here is a comparision picture
As we can see, the AUTOMAPUV and DELED look exactly the same
while through blender's uvmap options the smaller faces are squashed/while there are no repettions on the bug face.
Some of you may say there is LSCM unwrap in blender but that requires mannual assignement of seams and still doesnt allow repettions
This method exports perfectly with the OCTTOOLS art flow thus makes the user able to add radiosity lightmapped scenes to irrlicht made freely in blender
http://omaremad.gdlib.net/automapuv.py
Moreover the texture doesnt get deformed when a cube/cuboiaad brush is edited in edit mode in to other shapes
I was doing a google search on UV scripts for Blender, and I found this thread. However, I am curious. I know that this thread is almost 2 years old, but what ever happened to the Automapuv.py file? When I tried to download it, my browser said that it could not find the server? If you do not have the script, I just wanted to see the UV mapping end results look like. I ask this because I am having a hell of a time of trying to get anything decent with a 256x256 map. This also refers to when using wood textures. When I map a 256x256 wood texture, I loose all of the grains of the wood, meaning it looks like one big brown blur.