I’m baffled with this simple issue. if I slap a texture (image) I want to use as a tiling texture on a cube or any model, it works perfectly only along the X and Y axis, but it just stretches along the Z axis.
I have gone through all the possible various settings I could find but I can’t just get it to work.
Also I haven’t been able to find any information from here or any other place about this specific thingie.
Update: It seems that there’s either a bug or this feature does not exist in BGE side.
The Generated -> Cube projection doesn’t work on BGE side for tile texturing along all the axes, only works on renderer side.
So for now only solution seems to be to unwrap the model and to use UV coordinates.
No, the blend above does not use UVs to map the image to the cube. Its mapped to the generated coordinates (the default coordinates of any added object). It is the cube mapping that is important, as described in the links.
That’s odd. Did you do that cube in which version? I open your file in 2.56.2 (r35382) and on Generated it doesn’t work. It keeps Z-axis stretched.
Edit: In render it does work, but not on game engine side.
Edit Update: What I checked on version 2.49. It also didn’t work on old game engine, only when you render the image.
Greetings. Here’s an update of my yet-to be solved issue. I tried the Cube projection and as you can see it still remains stretched (even in game engine mode).
I tried and it doesn’t work for me either. Weird, because I’m sure I’ve seen it working at some point… In any case, an easy alternative is to Unwrap the mesh - press the U-key and select ‘Cube Projection’. That’ll get the cube to show the image on all faces.
That’s a solution for a simple object like cube or crate and such. But this is a tough situation since I’m trying to add tile surfaces on walls which will get rather frustrating to unwrap and map each and every one just to bypass this thing
I do hope someone takes a note on this or finds a solution since it’s rather basic function for game making progress.
Why not just use Alt-D to make instance duplicates of the walls - then they all share UV-map attributes (the same mesh), and Cube Projection does a lot of the work for you, taking into account face direction and positioning.