11-20-2012, 06:14 PM
Anyone working on trying to figure this one out? I have, recently, tried to do this:
1. Create a wood bridge.
2. Create a texture, for the planks, but with some other bits in the corner of the texture.
3. UVmap the part you walk on (i.e., planks).
3. Apply this texture, so the "planks" sit only on the part of the texture that is for them.
So far so good.
Now:
4. UVmap the uprights.
5. Attempt to apply the same texture to that, then "adjust" the location of the resulting parts, to line up with the width of the plank textures, and other parts to line up with the extra stuff I placed in a corner (like for the rough ends of the exposed uprights).
6. Have to go back and adjust geometry, or even remap the UV, because I missed something.
Now things have gone wrong.
7. Go back into the UV map and find that... instead of the texture I was trying to line everything up with, I get the "default" UVmap, which is produced when you don't have a texture at all, and nothing, including dragging the texture you need back to the selected parts, like you did to apply it in the first place, causes it to reappear.
Needless to say, if you have to completely remap it, you also need to reposition everything to "fit" the texture, which has no become impossible, because you can't see the texture, so you know where to place the things you are trying to adjust, to fit it.
Somewhere in the process, Wings3D will just flat lose track of which texture it needs to be showing in the UV window, when editing the positions, and, there doesn't seem to be anything at all you can do to correct this. After work, I will see if I can find an example file, which has the problem, but, since this is something that goes wrong "in process", simply knowing where in the wings file the error is isn't likely to explain why it gets confused and thinks that it should "display" the default UV, even though the texture itself clearly is using your imported image... It a very annoying bug.
1. Create a wood bridge.
2. Create a texture, for the planks, but with some other bits in the corner of the texture.
3. UVmap the part you walk on (i.e., planks).
3. Apply this texture, so the "planks" sit only on the part of the texture that is for them.
So far so good.
Now:
4. UVmap the uprights.
5. Attempt to apply the same texture to that, then "adjust" the location of the resulting parts, to line up with the width of the plank textures, and other parts to line up with the extra stuff I placed in a corner (like for the rough ends of the exposed uprights).
6. Have to go back and adjust geometry, or even remap the UV, because I missed something.
Now things have gone wrong.
7. Go back into the UV map and find that... instead of the texture I was trying to line everything up with, I get the "default" UVmap, which is produced when you don't have a texture at all, and nothing, including dragging the texture you need back to the selected parts, like you did to apply it in the first place, causes it to reappear.
Needless to say, if you have to completely remap it, you also need to reposition everything to "fit" the texture, which has no become impossible, because you can't see the texture, so you know where to place the things you are trying to adjust, to fit it.
Somewhere in the process, Wings3D will just flat lose track of which texture it needs to be showing in the UV window, when editing the positions, and, there doesn't seem to be anything at all you can do to correct this. After work, I will see if I can find an example file, which has the problem, but, since this is something that goes wrong "in process", simply knowing where in the wings file the error is isn't likely to explain why it gets confused and thinks that it should "display" the default UV, even though the texture itself clearly is using your imported image... It a very annoying bug.