![]() In both cases, double-click on the downloaded file and run Sweet Home 3D application found in the opened folder. Under Mac OS X 10.4 to 10.8, download this installer Run the downloaded installation program, and follow the instructions from the installation wizard. (hope you understand what I mean.If you don't want to care about the Java configuration of your system, click on one of the following links to download anĪll-in-one Sweet Home 3D installer bundled with Java: Windows installer ![]() I'd like to have them with the roof tiles going all the way down, so basically cutting of the small border triangle at the bottom. I like to add another small change ) the bottom part of the roof element now extends vertically with the white border. PS: what tool do you use to create these models? Thanks okh, will have a look at it later on. However, I do not feel like doing that with all the different roof elements (for various reasons). Posted one that does not stretch the texture. Suddenly occurred to me where I put the model. PS - yes, there is a difference in how SH3D treats textures depending on whether a texture is applied to the model as such, or to defined surfaces. If you tile the texture (with the GIMP or some other editing software), you should get more tiles on the same surface. Maybe I miss something in what you wrote, but did you try changing the texture you use? The advantage of the tiles being locked that way is that the texture will align with surface edges so you do not end up with half tiles. I think, the original was intended for the roof (at original size) to use a texture 60×60. So if I remember correctly, issue comes from the way the textures are defined for the roof surface in the model, there is a set number of texture tiles and they will stretch with model. It was for a specific house using several roof models next to each other (grouped) instead of stretching the roof. Now, it has been a while, and I cannot find the original model. Oh, The roof elements are from the "Roof BNL" set made by Ola-kristian Hoff.Ah yes, it did look familiar. Oh, The roof elements are from the "Roof BNL" set made by Ola-kristian Hoff. ![]() I think an extra option to each object material may be useful to allow it to resize the texture or not with resizing the object, but just replicate the pattern. Then I applied a texture on the top of the box and it looked awfull because the textures was completely blown up. On the other hand I can imagine shapes that are resized for which you don't want the textures to be resized along with it.įor instance I used the box object and resized it to make it occupy a specific area as a raised floor. Hi Alex, yes, It could be that the material textures are handled in this way, and that this normally is the proper way to do it. Texture might be distorted if "face" is not parallel to front or top side of bounding box - I think that's why you have too many tiles vertically. ![]() "Textures" option ignores original mapping(number of tiles depends on new texture size and model size), but applies texture to each part of model. "Materials" option doesn't change original mapping (including number of tiles), new texture image replaces original one but takes its properties, such as tile size and proportions (square image is stretched and/or squeezed if original tile is rectangular etc.). With already imported models I think it works this way: So I'm counting on the experienced users/developers.ĭid you create this roof yourself? You should apply final texture(its size determines number of texture tiles) before you export your model. Hi Miker777, I posted here cause I don't know how to solve this. Hi mirakels, sorry i cannot help you on sorting this issue, but if you do suss it out i would love to know how, roof textures are a pain and can ruin a design. So in this case the tiles are not scaled. Making the roof wider again in this case again shows the correct number of tiles So horizontally it is ok but vertically it is not. Instead it seems the tiles are scaled to still show 12x25 tiles.Ĭhanging the general texture instead of materials gives a different behaviour. In image 6 I make the roof 2 times the width and would expect to see more tiles. So horizontally I would expect to see 200/26 = 8 rooftilesĪnd vertically 657/35 = 19 rooftiles. The object is 2m wide, 5.25m deep and 3.925m high, making the. I select a roof object and in image 3 and 4 change materials to this rooftile texture. I have this image showing 3x2 roof tiles. This topic has been viewed 14597 times and has 11 Thread Status: Active Total posts in this thread: 12 Sweet Home 3D Forum Category: Help Forum: Developers Thread: textures and resizing objects
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