Since this is my first post I should probably first say hello to everyone. Hello.
Now that I have done that I have a question. I set up a test FPS environment in blender game engine to try some things out and I have had some texture difficulties. I first made the level in 2.42a and I mapped the textures to UV using the textures panel under F5 so that I could scale the x and y size of the texture (in the map input tab). When I opened the blend file in 2.43 and started the game engine the textures would not render and all my surfaces were shown untextured.
To fix this I tried reloading all the images and reconnecting the textures to the objects, but none of that worked. The only way I can get textured objects in the game engine now is to “open image” in the UV/Image Editor Window. This was more of an annoyance than an actual problem until I started the game engine with all my UV mapped textures and only got 7 frames per second. So what I need to know is
1-Why has my framerate dropped by an order of magnitude?
2-Is it possible to map textures to UV in such a way that they will render in the game engine, without using the UV/Image Editor Window? (in version 2.43)
3-Should I even bother to make the switch to Blender 2.43?
sometimes something small changes between the versions if you still haven’t figured out how to get it to show post a blend and the texture and someone can walk you through the necessary steps to get it to work in 2.43
That wasn’t what I was asking. I know how to texture the objects using the UV window, but I want to know if it is still possible to do so from the materials panel.
yes you can map to uv using materials. You ofcourse need to setup your uv using the uv/image editor just so opengl knows what goes where. then go to material click add new if there is no material on the object. Then click add new in the texture so you can see the texture group. Then move to the texture section with in the materials. The texture you’ll be adding is going to be an image. This is getting complicated I’m just going to take a snap of what and where.
the image shows the important things make sure you have use blender materials selected in the game menu bar thing at the top.
The second shows it applied I should have change the snap shot so you could see texface isn’t selected and there is no image in my image editor.
So it does work, I can’t believe I forgot to click textured for the draw mode and was like ok now why isn’t this working (the noob in was calling the shots). But yeah if you’re still having problems; blend and textures. But it does work. Good luck.
This one had me banging my head against the keyboard for a while and may help.
There are UV Texture Layers too. Look under the mesh panel (F9) There should be a little inconspicuous box with a button next to it. Change that name to something relevant…
Then add a new material, new texture, click UV in “Map Input”, and add the UV Texture layer name in the box that says UV:
It’s supposed to default to the first UV Texture Layer, but doesn’t seem to… Once you add the UV Texture Layer, it should show up in the GE.
This looks like a problem i had a while ago, but i didn´t find an answer to it. I uv textured my character with different “under materials” like each group of faces/verticies has it´s own material, then later when i open the .blend my character had gone black, and it stayed black no matter what i did. It was so annoying, i had to find an older blend withouth the textuiring and start over.
I have noticed that when I use a shortcut to open blender my textures don’t render properly in GE. When I use DOS and open the .exe everything works fine. But my computer has been acting really weird lately. My sound card doesnt work and whenever I open he E drive I get the blue screen of death. I’m going to format my hard drive and reinstall my drivers and see if my graphics problem continues to occur
Is your sound turned off? I know thats a stupid question, but I turn my sound off a lot, and forget I have done it and wonder why I cant hear the modem dialing in.
Also, Im not sure if its still like this or not, but you used to need to call the .exe with a string… something with a -g in it.
hi. can i help?
There are like two wholly different UV texture approaches, both sorta kinda tangled.
Game Engine: remember, no lights in GE, so no Materials requried. So, object->UV Face Select->Unwrap->UV/Image Editor->Image Open. You can use materials, if you want to.
Rendering: object->materials->TexFace->UV Face Select->Unwrap->UV/Image Editor->Image Open. You then have the option of disabling TexFace and using the 10+texture channels, mapping the texture to the selected UV Texture coordinate set.
Hi Askoro!!! in answer to your question, technically, yes. The instant you switch to UV Face Select mode in 3D view, a UV Texture named UVTex is created. (check the Editng Buttons, Mesh panel) You can then assign a material, NOT TexFace, and use the Texture Channel to MapInput to UV and enter UVTex as its name, and mapto col, and then in the texture buttons define it as an image texture and load the image. Then, in 3D View, go into Textured display mode, (the cube will be potato white), and press P. Voila, the cube looks just like you used the UV/Image Editor, but you didnt.
Unfortunately, the only way to map the UV’s to something other than Reset, is…to use the unwrap and UV/Image Editor.
computers are so _________ amazing, arent they? So many options to play with. I was not aware that turning off graphics accelleration would prevent textures from being displayed…but I guess that kinda makes sense - one way to speed up graphics is to _______ not display them at all, and just display a _______ solid color. LOL.
Laughing so hard, almost crying. Funny you should mention not using them. I have been toying with what a person actually needs to see to get across the idea you want them to have.
Does that make sense? If you have an environment, you would have to maintain all objects to have the same amount of details. But how do you do it, without looking cartoony… Dont answer me, go back to work… just thinking out loud.
Well I just finished re partitioning my hard drive and reinstalling all my drivers and now everything works just fine. So I’m guessing that the problem was with my computer and not some kind of weird blender bug. Thank you all for your help and suggestions.