1. Guide2
    1. What's TerrainAxe?
    2. Make a quick menu for TerrainAxe and your ms files
  2. Reference136
    1. Select(Poly)14
      1. SelectBorder
      2. RingEgs
      3. FcsToRingEgs
      4. Findborder
      5. Nextegs
      6. CoverFcs
      7. VertsToEgs
      8. InnerVerts
      9. InnerEgs
      10. FacesByID
      11. AdjFcsByID
      12. SameDirFaces
      13. GetQuadFaces
      14. RoadSides
    2. Create(Poly)18
      1. StitchPoly
      2. QuickStitch
      3. SweepEdge
      4. PiecePoly
      5. PlaceMesh
      6. StitchVerts
      7. PCloudToMesh
      8. AppendPoly
      9. LoftSplines
      10. FreePoly
      11. ShapeEdge
      12. DragPoly
      13. CapEdges
      14. CrossRoads
      15. Stairs4
        1. FreeStair
        2. IrregularStair
        3. FacesToStair
        4. CapStairSides
    3. Construct(Poly)24
      1. CurveFitting
      2. MoveVerts
      3. InsertX
      4. ProjToFace
      5. ConformToRoad
      6. AdvConnectVts
      7. ZAlignFace
      8. ZAlign3P
      9. SlopePlanar
      10. Round Verts4
        1. RoundVerts
        2. RoundVts(3P)
        3. RoundVts(Rad)
        4. RoundVts(TT)
      11. Smooth Road6
        1. SMRoadByLines
        2. SmoothRoad
        3. SMRoad(Linear)
        4. SMRoad(NPts)
        5. SMRoad(Blur)
        6. SMRoad(Curve)
      12. Weld Tools5
        1. Weld1VertToEg
        2. Weld2VertsToEg
        3. SuperWeld
        4. WeldVerts&Egs
        5. XWeld
    4. Cut(Poly)18
      1. ConnectVerts
      2. Cut2Egs
      3. Cut2Verts
      4. PivotCenBot
      5. CutByAgl
      6. CutBydir
      7. CutPerToEdge
      8. EvenConnect
      9. ClearJags
      10. Slice
      11. SliceByEdges
      12. SliceByLines
      13. SliceByFcs
      14. SliceXY
      15. SliceByGrid
      16. SliceBy3P
      17. Trianglate(Faces)
      18. EncloseVerts
    5. UV(Poly)8
      1. IDByElm
      2. IDByFace
      3. PaveCourts
      4. RingMap
      5. Advanced UV Mapping4
        1. RoadPaver
        2. PaveNoTear
        3. PaveWall
        4. Advanced UV Tools
    6. Others(Poly)14
      1. SnapToP
      2. MoveOnDir
      3. SnapZ
      4. ZMove
      5. AdvClearMidVts
      6. ClearMidVerts
      7. Flatten Edges
      8. RightAgl
      9. ClearChaosEgs
      10. IDSet
      11. Check_NarrowFcs
      12. Extend
      13. ClearDarkVerts
      14. ExtendVerts
    7. Render6
      1. AbsorbMat
      2. ArrangeMats
      3. SimpleTerrMat
      4. MtlNeaten
      5. UvwCamera
      6. Vrcam
    8. Scenes5
      1. TrafficLineSys
      2. AdvArray
      3. Collapse
      4. RoadNetwork
      5. UCS
    9. Common21
      1. DropToTerrZN
      2. DropToTerrain
      3. CCWShp
      4. FreeSpline
      5. FlatShps
      6. RefRotate
      7. MoveObjs
      8. Explode
      9. SubdivSpls
      10. DwgImport
      11. BlackWire
      12. DelEmptyObj
      13. Copy
      14. Paste
      15. PickPivot
      16. ClearSel
      17. ConnectKnots
      18. LockTransform
      19. ResetFile
      20. ResetXform
      21. BBoxToTerrain
    10. Manager8
      1. AxeSetting
      2. Clean Layers
      3. Simple Display
      4. QuickMenu
      5. LifuBar
      6. UIMan
      7. On/Off TheAxe
      8. SegsVsArc

RoadPaver

Introduce


RoadPaver is desined for a large number of UV Mapping tasks  for quad strip surfaces such as roads.It is more faster and easier ,you can finish a big amount of UV Mapping operations  in a short time.

Apart from texturing  quad polyons,it can easily process polyons that has   more than 4 sides 

How To


RoadPaver


Parameters



Options for RoadPaver


  1. Ring Full Fill the texture along the secion,set U coordinate on one side to 0,another side to 1.




  2. No checking any option



    Full



    BySide


  3. Flip UFlip U coordinate;

  4. Ring VDefault,the V coordinates increase along the path.If check,the direction will be change to U;


  5. AddGet UV information from other side of start edge,and extend its UV coordinates;
  6. BackwardMake V coordinate(or U if check "VRing") decrease along the path of road.



    Add



    Add with Backward


    PatchPatch adjcent non-quad polyons of beginning and ending polyons.

  1. Alignment

  2. Specify where to UV map begin.
  3. Defaut:
  4. The Texture begins from any side,left or right,which means  that U( or V )coordinate will be set to  0.
  5. Defined by selected vertex: Use the selected vertex to indicate which side as beginning.
  6. Top : Use the top side as texturing beginning,if the surface has slope.
  7. Bottom:Use the bottom side as texturing beginning,if the surface has slope.
  8. No alignment: Calculate  the midline of  the  road  as beginning.

Tips

Note That

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