Okay, so here is my problem. Now, I've looked at the various tutorials offered and they do discuss adding textures, but only with objects that are not made from the ground, like a base.
What I am trying to learn is how to add a texture and then use the proper UVW mapping technique. What I have is straight from Kirk's tutorials with a sky box, frame and a canyon floor with mountains all shaped and looking pretty. Now I want to add a mound. So I go into editable mesh and raise up some vertices to make a mound, but I want a rock texture on the sides and the grass left on the top (of the mound). Now I have tried selecting the faces surrounding the mound, adding a bitmap texture from the Infinity folder (cliff face) and then placing it under a material ID of 1 with cleared smoothing groups. Now assuming this is correct, I get a nice looking rock texture. But now how do I do the UVW map? Do I need to detach the faces?
This is where I just get stuck. Can some one please outline what are the steps to add a UVW map, the right type, after a texture has been added to the faces of a section of ground that has been raised up.
Help needed with adding a texture and then a proper UVW map.
- FleetAdmiralBacon
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Make sure your cliff (rock) and grass textures are in the same multi-sub material.
Assign the material to the model.
Select the sides of the mound.
On the editable mesh menu thing, find the Material ID
Select the correct number for the cliff texture.
Then select the top of the mound and apply the material ID for the grass texture.
UVing for grass + rocks is simple, you can just apply standard tiled UVs.
Just as a note, in basic modeling you won't use the W coordinate (usually) and every model in halo only has U and V texture coordinates.
Assign the material to the model.
Select the sides of the mound.
On the editable mesh menu thing, find the Material ID
Select the correct number for the cliff texture.
Then select the top of the mound and apply the material ID for the grass texture.
UVing for grass + rocks is simple, you can just apply standard tiled UVs.
Just as a note, in basic modeling you won't use the W coordinate (usually) and every model in halo only has U and V texture coordinates.

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First off, thanks FleetAdmiralBacon for your reply. I just need some clairification on the final step. Now, I didn't do anything to the top of the mound, it has the same bitmap and will get the same texture as the rest of the ground on map, right?
I also added the cliff texture to the faces on the side of the mound, but now when I add the UV map, which is called a "UVW map" under the modifier drop down menu, do I leave all the parameters as default? For example, should I change the mapping or leave it as "planar"?
I also added the cliff texture to the faces on the side of the mound, but now when I add the UV map, which is called a "UVW map" under the modifier drop down menu, do I leave all the parameters as default? For example, should I change the mapping or leave it as "planar"?
- FleetAdmiralBacon
- Posts: 2377
- Joined: Sat Nov 26, 2005 7:01 pm
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change as you see fit.
If it looks better with a cylindrical UVW, apply one. If it looks better with a box, use a box. Just tinker with everything and change the sizes, too.
Also:
Make sure that the top of the mound has a valid material id.
If it looks better with a cylindrical UVW, apply one. If it looks better with a box, use a box. Just tinker with everything and change the sizes, too.
Also:
Make sure that the top of the mound has a valid material id.

Everything you'll ever need to know about me.
Need help with Linux, C#, C, Python, Java, PHP, Javascript, CSS, or VB? I'm available from 3:00PM-8:00PM EST on weekdays.
in response to...
Thanks again FleetAdmiralBacon. Yea, the problem was not the UVWmap that I was applying, it was that the cliff texture was not under the same sub-material as the rest of the textures in the sky box. Also, thanks for the tip on material ID.
Sorry about the double post.., I was getting desperate.
Sorry about the double post.., I was getting desperate.