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Is there any way to have the texture of a model loaded from a Png ?

I have a simple prism to test it on, but i just want to be able to edit an image and have the model's texture change.

Thanks!

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  • \$\begingroup\$ Start here and extrapolate your solution. \$\endgroup\$ Dec 7, 2011 at 11:12
  • \$\begingroup\$ Crap, I once wrote the perfect tutorial on this for you but it was on Ziggyware which unfortunately went down and I don't have a backup :(. \$\endgroup\$
    – Roy T.
    Dec 8, 2011 at 9:22

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You can use a png as a texture. First you have to add it to the game project content :

http://msdn.microsoft.com/en-us/library/dd282477(v=XNAGameStudio.40).aspx

And then you call Load method of ContentManager :

http://msdn.microsoft.com/fr-FR/library/bb197848(v=XNAGameStudio.40).aspx

You can access the ContentManager through the Content properties of Game class :

http://msdn.microsoft.com/fr-FR/library/microsoft.xna.framework.game.content(v=XNAGameStudio.40).aspx

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  • \$\begingroup\$ But how can i actually render it onto the model? Also how can i know what configuration the texture should be in to fit onto the model? \$\endgroup\$
    – Joel
    Dec 7, 2011 at 10:15
  • \$\begingroup\$ To render a texture on a model, it had to have uv coordinate. Does your model comes from a graphics software? The easiest solution to do this is to use a graphics software such as 3DS Max, Maya or Blender. You will draw a model and then apply a texture to it. Then these software will give you a file containing all informations about your model. After you just have to add it to your project and load it. \$\endgroup\$ Dec 7, 2011 at 10:30
  • \$\begingroup\$ It was done in Sketchup as a 2 second throw together. I guess i'll load it in 3ds or whatever now to check it out. \$\endgroup\$
    – Joel
    Dec 7, 2011 at 10:31
  • \$\begingroup\$ By searching google i find these links wich can help you : jamesewelch.com/2008/03/07/… and wiki.flightgear.org/Textures_%26_Texture_Maps_in_SketchUp \$\endgroup\$ Dec 7, 2011 at 10:36
  • \$\begingroup\$ Ahh there we go, didn't know that the textures would be stored outside the .x Thanks for the links :) \$\endgroup\$
    – Joel
    Dec 7, 2011 at 13:23

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