Advanced Building Texturing and Roof Shapes
Building Texturing Configurations
The Buildings Textures and Building Configuration sections in the Coala Buildings Config are dedicated to the Building Texturing and the Roofs features. These features enables you to apply detailed correctly aligned textures to walls and a selection of roof shapes to the buildings spawned in your map, thus producing beautiful and unique urban environments. You can also apply different textures and roof shapes to buildings depending on the number of floors they have, adding variety to the buildings in your scene.
Use Advanced Texturing - Check this to enable the advanced texturing feature. Leaving this unchecked, will uniformly apply (stretched or shrunk) the texture selected in the "Material For Walls" fields below to all walls (simple texturing)
Base Texture Dimension - The real-world length (in meters) that the texture's width corresponds to (only used when Use Advanced Texturing is on). This also applies the texturing of the Flat and FlatMansard roof shapes
Left Section Percent - The percentage of the texture's width that represents the left feature (only used when Use Advanced Texturing is on)
Central Section Percent - The percentage of the texture's width that represents the central feature (only used when Use Advanced Texturing is on)
Right Section Percent - The percentage of the texture's width that represents the right feature (only used when Use Advanced Texturing is on)
Materials For Buildings Of Height - The Elements in this section contain settings for the walls and roofs of buildings depending on their floor count. Be aware that these Elements need to be in order of ascending number of floors. This means that the Up to Storey value of Element 0 needs to be smaller than that of Element 1, and so on
Up To Storey - The settings of this Element will be applied to buildings with a number of floors equal to or lower than this value
Material For Walls - The material to be applied on building walls
Material For Floors - The material to be applied on building floors
Ordered Roof Generation - The number of different roof shape options that can be a applied on buildings where this element applies.
The roof shape in Element 0 will be attempted to be applied first.
If that fails, the roof in Element 1 will be applied instead.
If that also fails, the roof shape in Element 2 will be applied. We recommend that the last Element in this section is always the Flat roof as the entire building will not be rendered if no roof can be applied on it.
Keep in mind that the Gabled roof shape can only be applied on rectangular buildings
Keep in mind that the FlatMansard roof shape will not be applied if any part of that roof doesn't have enough space to accomodate the steep sections.
Higher Floors - The settings in this section will be applied to all buildings with a number of floors higher than the ones defined in Materials For Buildings Of Height
Available Roof Shapes
Flat Roof
Gabled Roof
Flat Mansard Roof
Textured Material File (Material For Walls)
A Material file needs to have a format similar to the one in the image to the left.
The texture's entire width corresponds to the Base Texture Dimension as shown in the config above.
Horizontally, the texture is equally split in 3 parts
The bottom line has the textures that will be used for the ground floor
The middle line has the textures that will be used for all other floors
The top line has the textures that will be used for the roof transition part
Vertically, the texture is split in 4 parts, according to the percentages determined in the Buildings config
The left column has a width equal to "Left Section Percent" % of the Base Texture Dimension
The central column has a width equal to "Central Section Percent" % of the Base Texture Dimension
The right column has a width equal to "Right Section Percent" % of the Base Texture Dimension
The fourth column has a width equal to the remaining %
Advanced Texturing Logic
COALA fills each buildings' walls with the textures from the texture file according to the following logic:
If the wall's length is smaller than the Central Section Width, COALA will check whether the left section (1) fits and apply it on each floor
if that also doesn't fit, it will check whether the right section (3) fits and apply it on each floor
if none of the sections fit, the entire wall will be filled with the Fill textures (4) for each floor
If the wall is at least "Central Section Width" long, the central textures (2) for each floor will be applied on it
If the remaining wall is longer than Left Section Width, the left textures (1) for each floor will be applied to the left of the central textures (2)
Otherwise, the remaining wall to the left of the central textures will be filled with the Fill textures (4) for each floor
If the remaining wall (after applying the central and the left textures) is longer than Right Section Width, the right textures (3) will be applied to the right of the central textures (2) for each floor
Otherwise, the remaining wall to the right of the central textures will be filled with the Fill textures (4) for each floor
If the wall is longer than "Base Texture Dimension" meters, the entire texture is applied to the wall and the remaining is filled according to the logic described in steps 1 - 4