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Ildikó
First message : 2009-09-21 16:42:57 Operating system : OS 10.5 RAM : Computer model : Processor : Intel Graphic card Type : sais pas Card name : ATI Video memory : 128 Mo Quiktime : 7.5 Network card : ethernet
Ildikó (Moderator)


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Each texture that contains an image can be rotated (upper right corner of the inspector). Just set it in the correct angle.
The other idea, is to check the way they are mapped. There is a list in the lower part of the inspector, the highlighted option is : Orthogonal. Roll it down, you can change the mapping.
Ildiko
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Lankhaar
First message : 2009-05-15 18:03:14 Operating system : RAM : Computer model : Processor : Graphic card Type : Card name : Video memory : Quiktime : Network card :
Lankhaar

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Of course I tried al this. But that does not solve the problem.
Someone suggested using the 'polygon selection'. So I will try that.
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Jeremy
First message : 2009-09-02 03:06:29 Operating system : Windows Vista RAM : 4Go Computer model : Custom Ibuypower Processor : QuadCore Graphic card Type : PCI-E Card name : Nvidia Video memory : Quiktime : 7.5 Network card : ethernet
Jeremy

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I would say when you are making the model that you can set the top of the wall as 1 color and the sides another, where the wall goes a different direction, use yet another color for the top so you can map the brick at a different rotation.
Alternatively, you can go to your shader inspector and open your List. Click the top of the wall in your 3d window that you want to change. Look at your List, you will see a large plus button, this will take the existing shader and make a duplicate, click this. You will see a new shader pop up in your list. Next click the Polygon Selection Tool button (Looks like a box and an arrow). Click the little down pointing arrow and select either Planes or Triangles.
Now you need to go pick all the planes that you want grouped together (group all planes that are going to have shaders with the same rotation). Once all the planes and triangles are selected click the Apply to Current Selection button (Paint bucket button). This will map all the selected areas to your new shader. Next you simply apply the same texture again and then set the rotation that you want for it.
It should be good after this, you will get the hang of it pretty quickly, it's a very handy tool. Basically you would do this for every area that you need to change the shader rotation on, it will take a little more time doing it this way, you would save time by fixing the way you generated the geometry in your 3d modeler. Think about what geometry needs to have shaders using a particular rotation and color them accordingly.
Also, watch this video...
http://www.artlantisobjects.com/tutorials/25-r-v1/69-reapplying-a-new-material.html
Register for free and watch this video, it will help you understand what I'm talking about. It was made on an older version of Artlantis but the method is still the same.
Hope this helps you out!
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Lankhaar
First message : 2009-05-15 18:03:14 Operating system : RAM : Computer model : Processor : Graphic card Type : Card name : Video memory : Quiktime : Network card :
Lankhaar

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Thanks Jeremy.
Your solution is what I ment with the Polygon selection. Does take some time, but that's ok.
Applying different colors for every wallsection does not work, already tried that. The tops of the walls are already different colors.
So I had 90 different colors for the walls, but that didn't help, haha.
Polygon selection is a handy tool indeed!
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Jeremy
First message : 2009-09-02 03:06:29 Operating system : Windows Vista RAM : 4Go Computer model : Custom Ibuypower Processor : QuadCore Graphic card Type : PCI-E Card name : Nvidia Video memory : Quiktime : 7.5 Network card : ethernet
Jeremy

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It should work doing it that way, this is what I do for every project i use Artlantis in and it has worked every time for me.
You wouldn't need 90 different colors either, more like 10 or 15, if that many. I'm not saying give every face a unique color, i'm just saying a unique color for different rotations.
Anyways, I'm glad that you figured it out!
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PatrickFirst message : 2009-12-08 18:19:48 http://www.archividere.comOperating system : Windows XP RAM : 8Go Computer model : BullMan mobile Workstation Processor : Autre Graphic cardType : PCI-E Card name : Nvidia Video memory : >256 Mo Quiktime : 7.5 Network card : wifi
Patrick


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Maybe I know what went wrong. The CAD I use has its own coloursystem. They work fine in that program. If you export a file out of this CAD the colours are not texturefiles and every polygon has the same colour again. Maybe you try it with textures in the CAD instead of colours. With the program I use this works perfect.
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Jeremy
First message : 2009-09-02 03:06:29 Operating system : Windows Vista RAM : 4Go Computer model : Custom Ibuypower Processor : QuadCore Graphic card Type : PCI-E Card name : Nvidia Video memory : Quiktime : 7.5 Network card : ethernet
Jeremy

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Ah yeah, I didn't think of that. I use sketchup and Revit to do this and it is quite simple to assign different colors that Artlantis will understand without a hitch.
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