Game Development Community

Tiling in Quark

by Tony Lamba · in Artist Corner · 07/21/2004 (8:20 am) · 3 replies

In just about any modeler I have used in the past, there is a tile field and whatever I put in there, the texture is tiled automaticaly across to fit perfectly. However I can't seem to find such a system in quark? I have ended up typing numerous digits by trial and error to get the sizing right for the tiles across a face, but no matter what, there are always the edges off. Either too much or not enough to fit on the 2 edges.

Is there a work around for this? I even tried to do a minimize stretching, and then adjusting the digits from that, still no help. It seems that quark only supports a small accuracy for typing in the factors manualy so it's like a no win situation from my end. Hope I am missing something here.

#1
07/21/2004 (2:18 pm)
There is a line of buttons below the texture coordinates panel... hover over them for a brief description.

They include: "scale texture 1:1" "stretch to fit face" "stretch to fit face but keep scaling to a minumum"

the later is what you want.
#2
07/21/2004 (2:28 pm)
A trick I use on occasion:
Choose 'stretch to fit' or 'minimal scaling', whichever comes out looking better. Note the size quark chose, say 1.2x1.3 This will tell you the exact scale you need to cover that face, without showing any edges, nor cutting any of your texture. From that number, you can scale it manually. If you want it to tile 3x, just type in 3.6 3.9 You'll have the same perfection, but at 3x tiling.
#3
07/21/2004 (5:45 pm)
Erik I tried doing that before, maybe I didnt explain it well. But it seems when I then modifiy the numbers after getting the dimentions right, quark still seems to start doing some trunications etc. Not sure, maybe I have to turn on floating point or something?

BTW, and if you want to tile 3x more, dont you need to decrease the value, not increase it?