Hi boys and girls,
I tried to play with the UV map but unfortunately i can’t take the results i want.
I built an arch (a Mesh) in which i applied it a crimson color all around it (Color(0.902, 0.188, 0.0784, 0.5)), but in most points of it the color becomes black and looks quite strange. I want to imply it the exact color of the Color function, anyone can help me with this task?
Thanx in advance.
Here’s the code:
function Start () {
var X:float = 0;
var Z:float = 0;
var tmpobj : GameObject = new GameObject();
var mf: MeshFilter = tmpobj.AddComponent(MeshFilter);
tmpobj.AddComponent(MeshRenderer);
tmpobj.name = "Arch";
tmpobj.renderer.material.color = Color(0.902, 0.188, 0.0784, 0.5);
var verts: Vector3[] = new Vector3[14];
var uv: Vector2[] = new Vector2[14];
var normals: Vector3[] = new Vector3[14];
var tri: int[] = new int[72]; //3 vertices * 12 triangles = 36 * 2 (duplicate triangles for the back face) =72
//vertices positioning
verts[0] = new Vector3(X - 1.9, 2.5, Z + 3.777); //P1
verts[1] = new Vector3(X - 1.9, 2, Z + 3.777); //P2
verts[2] = new Vector3(X - 1.35, 2, Z + 3.777); //P3
verts[3] = new Vector3(X - 1.35, 3.5, Z + 3.777); //P4
verts[4] = new Vector3(X - 3.5, 3.5, Z + 3.777); //P5
verts[5] = new Vector3(X - 3.5, 2, Z + 3.777); //P6
verts[6] = new Vector3(X - 2.95, 2, Z + 3.777); //P7
verts[7] = new Vector3(X - 2.95, 2.5, Z + 3.777); //P8
verts[8] = new Vector3(X - 2.9, 2.8, Z + 3.777); //P9
verts[9] = new Vector3(X - 2.75, 3, Z + 3.777); //P10
verts[10] = new Vector3(X - 2.55, 3.1, Z + 3.777); //P11
verts[11] = new Vector3(X - 2.3, 3.1, Z + 3.777); //P12
verts[12] = new Vector3(X - 2.1, 3, Z + 3.777); //P13
verts[13] = new Vector3(X - 1.95, 2.8, Z + 3.777); //P14
uv[0] = new Vector2(0, 0.3);
uv[1] = new Vector2(0.2, 0);
uv[2] = new Vector2(0, 0);
uv[3] = new Vector2(0, 1);
uv[4] = new Vector2(1, 1);
uv[5] = new Vector2(1, 0);
uv[6] = new Vector2(0.8, 0);
uv[7] = new Vector2(0.8, 0.3);
uv[8] = new Vector2(0.75, 0.5);
uv[9] = new Vector2(0.65, 0.7);
uv[10] = new Vector2(0.6, 0.9);
uv[11] = new Vector2(0.4, 0.9);
uv[12] = new Vector2(0.45, 0.7);
uv[13] = new Vector2(0.35, 0.5);
//triangles
tri[0] = 0;
tri[1] = 1;
tri[2] = 2;
tri[3] = 0;
tri[4] = 2;
tri[5] = 3;
tri[6] = 0;
tri[7] = 3;
tri[8] = 13;
tri[9] = 13;
tri[10] = 3;
tri[11] = 12;
tri[12] = 12;
tri[13] = 3;
tri[14] = 11;
tri[15] = 11;
tri[16] = 3;
tri[17] = 4;
tri[18] = 11;
tri[19] = 4;
tri[20] = 10;
tri[21] = 10;
tri[22] = 4;
tri[23] = 9;
tri[24] = 9;
tri[25] = 4;
tri[26] = 8;
tri[27] = 8;
tri[28] = 4;
tri[29] = 7;
tri[30] = 7;
tri[31] = 4;
tri[32] = 5;
tri[33] = 7;
tri[34] = 5;
tri[35] = 6;
tri[36] = 0;
tri[37] = 2;
tri[38] = 1;
tri[39] = 0;
tri[40] = 3;
tri[41] = 2;
tri[42] = 13;
tri[43] = 3;
tri[44] = 0;
tri[45] = 12;
tri[46] = 3;
tri[47] = 13;
tri[48] = 11;
tri[49] = 3;
tri[50] = 12;
tri[51] = 10;
tri[52] = 3;
tri[53] = 11;
tri[54] = 10;
tri[55] = 4;
tri[56] = 3;
tri[57] = 9;
tri[58] = 4;
tri[59] = 10;
tri[60] = 8;
tri[61] = 4;
tri[62] = 9;
tri[63] = 7;
tri[64] = 4;
tri[65] = 8;
tri[66] = 7;
tri[67] = 5;
tri[68] = 4;
tri[69] = 7;
tri[70] = 6;
tri[71] = 5;
var mesh: Mesh = new Mesh();
mesh.name = "Arch";
mesh.vertices = verts;
mesh.triangles = tri;
mesh.uv = uv;
mesh.normals = normals;
mesh.RecalculateNormals();
mf.mesh = mesh;
}