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asrowley
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Posts: 2
Joined: April 30th, 2012, 12:55 pm
Name: Andrew

Good evening!

Postby asrowley » May 4th, 2012, 1:50 pm

Hello everyone,

Thanks for having me on the PAS forum.

I'm interested in using PAS to create 3D notebooks where my uni notes are stored in geographical locations. I've been looking everywhere for a sandbox tool where this might be possible and PAS has answered my prayers :)

However there is one problem that I can't find an answer to. I place my notes on buildings and hillsides etc but the placement is quite random. For example, if I want to place a poster on a wall, half the text is cut off (unless I place it first and then build around it)

Is there ANY way of manipulating the "offset" (is that what it's called?) or the positioning of these textures?

Thanks in advance

Andrew

chocolatepie33
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Re: Good evening!

Postby chocolatepie33 » May 4th, 2012, 5:22 pm

texture offset? Easy. Just use

/voffset ###

and that should do it.

http://sauerbraten.org/docs/editref.html#voffset

and as for the 3D notebooks... I like that idea. really reminds me of Bumptop.
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asrowley
Member
Member
Posts: 2
Joined: April 30th, 2012, 12:55 pm
Name: Andrew

Re: Good evening!

Postby asrowley » May 5th, 2012, 5:20 am

Ah ha! Many many thanks - that saves a lot of headaches. I was trying to mess around with the config file in notepad++ which was getting messy - having to reload the map all the time.... Then trying to use the ingame (F6) notepad was very erratic - some configs (my texture file one) would load but the -art.cfg wouldn't... and then the results were erratic (again) if it did.

This method is a lot simpler.

Just one last point though...

What are the parameters for using voffset (and vscale?) - are they in pixels (texels)?

Many thanks again

Andrew

PS Yeah I think the idea of 3D notebooks etc is really the future. I think we're really limiting the power of the computer just getting it to imitate a paper book with 2D digitalised pages on a screen - the possibilities are limitless.

chocolatepie33
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Re: Good evening!

Postby chocolatepie33 » May 5th, 2012, 4:00 pm

according to that link I gave you, texoffset (and subsequently voffset) is done in texels. If it's not that, it's done in percentage. I don't use voffset, so I don't know.
Vscale is definitely in percentage; over 1 enlarges while under 1 (decimal) reduces.

Examples:

/vscale 2 (doubles the size)
/vscale .25 (makes the texture 1/4 the original size)

EDIT: yes, voffset works in pixels (texels), so powers of two (assuming that all textures have dimensions of such) should work.

examples:

/voffset 128
/voffset 256
/voffset 64
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