Oriented texture (bitmap)

Hiho!

I'm working on a DD3 floorplan with big walls. A fortress. Or a castle. Well.

Some walls are not horizontal or vertical. I mean... Well. I would like the textures to follow the walls orientation, exactly the same way the CD3 roofs do...

How can I achieve that? There is no "angle" related stuff onto the Bitmap Fill window. :p

Thanks all!

Paul.

Comments

  • Aha!

    I found my way out: I first draw a polygone.
    * I then right click on polyshape and click on "Shade angle" subitem
    * I select my poly (then "do it")
    * I draw a line that give the texture orientation
    * I'm done !

    I supposed the shaded angle to be the way the sun reflected on the poly and not the texture angle... Fantastic feature!

    The Shade Pith is about the sun reflecance level... If I can use that kind of barbarism :) (I'm French, sorry for the language)

    It is not very clearly depicted in the SHADE POLY help page ;)

    Thanks all at ProFantasy for that great piece of software!

    Paul.
  • MonsenMonsen Administrator 🖼️ 81 images Cartographer
    Glad you figured it out. And thanks for posting back your findings. I am sure people will find this helpful.
  • Thanks for your comment!

    I would like to make user notice that ShadePoly are very interseting but hard stuff to deal with:

    When you draw a ShadePoly and adjust your angle, the poly brightness will be modified. It is a part of the trick to tweak the Shade Pitch to get the poly having a "normal" looking.

    Ralph told me ShadePoly are generally used only for roofs purpose because of the hard way to use them.

    I'm making use of them to get stone paved walls having the texture aligned with wall border. I eventually ended with correctly oriented walls but with various shade of pavement! Some walls were grey, some other were close to black and other quite white... I spend hour (loooong minutes is more correct) to edit pitch angle for each and every part of my wall to end with a homogenous shade of stone all along the wall...

    Tricky but powerfull!

    Thanks for reading ;)
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