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Slope textures - Printable Version

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Slope textures - Orion Pobursky - 2011-11-21

Whilst building the Super Star Destroyer, a thought occurred to me: we have no way of specifying what faces of a brick (if any) required the slope texture. I see 2 solutions:
  • Use the existing !COLOUR specification to set a new main color for linetypes that need a slope texture. The disadvantage to this being that it would break MLCad. Yet another reason why Micheal should open source the program.
  • Make a new meta, something like !SLOPE_TEXTURE, that would go before the linetypes that need slope texture.

Re: Slope textures - Don Heyse - 2011-11-21

Don't limit textures to just the slopes. That's silly. Perhaps it's time to take another look at this approach.


Re: Slope textures - Orion Pobursky - 2011-11-21

I agree but there's a big technical difference between texture mapping a picture and specifying that a certain quad/triangle should have a homogenous texture.

Re: Slope textures - Don Heyse - 2011-11-21

I suppose. How about !BUMPY since it's more of a hint to render with bump mapping than texture mapping?

Re: Slope textures - Orion Pobursky - 2011-11-21

I'm actually leaning toward option 1. MLCad is quickly becoming a millstone around our necks. At some point we need to stop worrying about breaking MLCad and I say the sooner the better.

Re: Slope textures - Don Heyse - 2011-11-21

The slopes aren't really a different color. They just have a different surface.

Re: Slope textures - Orion Pobursky - 2011-11-21

I agree. I guess I wasn't clear but option 1 is intended to be a new "main color" in the vein of colors 16 and 24.

Re: Slope textures - Travis Cobbs - 2011-11-21

I'm not sure I fully understand what you're advocating, so perhaps you could give more detail. Unless I misremember, there are varying degrees of "bumpy" in sloped LEGO bricks, so simply stating that something should be bumpy probably isn't a good solution.

Re: Slope textures - Orion Pobursky - 2011-11-21

Good point. I totally forgot about the fact that the slope roughness varies. In that case a meta command makes more sense.

Re: Slope textures - Tim Gould - 2011-11-21

It's for this reason I don't think anything should be done at an official level.

We already leave off some details (eg. hollow/filled underside studs), textures on some parts, smoothed edges on tiles/mini-slopes etc. and relegate any treatment of them to rendering part libraries. This, IMO, is how it should be.

As I see it LDraw format is there predominately as an instructional format.

But if you do decide to go with it I'd favour a leading meta. That way you're not breaking anything, a smart renderer can pick it up, and we don't have to duplicate every colour.