lord rosenkrantz wrote:From the Modifiers menu ---> Mesh Editing ---> Normal Modifier. Then check the Flip Normals box, and it'll turn all your faces upside down. On a side note I never had to apply it after a mirroring (I use the Mirror function from the Tools menu), as I never got inverted faces as a result.
Oh yea, I use the MAX mirror command, I'm guessing the veltools mirroring does that automatically or something. Good to know! The normal command is still sometimes useful though. For example, I did a wall sconce with a candle and a semi-transparent glass cover. Transparencies aren't handled all that well in NWN but I still wanted the candle and flame to show so I flipped the normal of the glass cover. Now, you basically look at the back side of the mesh of the glass cover on the other side of the candle regardless of where you're standing.
lord rosenkrantz wrote:Apply UVW Map an all your selected meshes, and you'll notice that the texture will be severely stretched. It's normal, at that point the parameters panel should be already set on "planar" mapping. You'll have to modify the values in the Length and Width fields, setting them both to either 500 or 1000 (those are the values that work best with ground textures for example). Always input multiples or fractions of 1000 however, or your texture edges won't match the tile edges and you get seams.
Another useful option is to set the mapping to Box and input the same value as Length and Width in the Height field. That way your mapping will be based on a cube shape, which allows you to quick map things like bricks and any ground terrains that have steps and similar (good for mapping the stone blocks of a pyramid for example
)
Exactly, so lets say you have all the permutations of a corridor lined up at 1000 unit spacings (standard right corners, basic corridor) and you want a matching texture on the walls; select all the walls and apply the tiling texture and a UVW box modifier of 1000x1000x1000 now the texture should be the same on all the wall pieces regardless of where they're facing. If the texture is too big, you can increment the tiling of the texture in the UVW modifier to make it tile more frequently.