Okay, so last lesson we looked at, um, how decals work and the first method of adding images into
our game.
This lesson we're going to have a look at textures and the difference between a decal and a texture.
So let's just duplicate this part.
And I'm going to use a move tool to move it to the right slightly just like that.
And let's just delete the decal there.
I'm going to select both of these and change the material to be smooth plastic.
Just so it's a bit easier to see the decal and texture we add on.
So like with decals, texture is just an object you add into the game.
So hover over your part and add in a texture like that there.
So the texture works similar.
There's a property called texture, which was also what it was called the decal, which where you where
your image goes in.
So I'm going to find another one.
Um, let's go for a um, I don't know, let's say a car.
You can find any images of cars.
Um.
Let's use.
Let's use this one here.
Okay.
And let's go back to the properties.
Take that.
Oh, here we go.
Take the number there.
Then just delete that and put it in our own texture ID there.
Cool.
Now you'll probably see a very big difference between when we added an image in to a decal and to a
texture.
There's lots of images for the texture, but only one for the decal.
And that's the difference.
Basically, when you add an image in as a texture, it's only a single image.
However, sorry, we can add it into a decal.
It's only a single image.
Whereas with a texture, it's multiple images, kind of.
They act almost like tiles, so it works very similar to the material property in which, um, when
we change the material to brick, for example, it's the same texture, so it's the same image, but
it just gets repeated instead of there being one large brick image.
Um.
So yeah, now a couple more properties for us to use.
We've already looked at face z and z index transparency and color three.
Last lesson.
So we're going to have a look at offset studs and studs per tile.
Now these words studs per tile u and v and offset.
You don't really need to know them all.
They mean basically what it does is it controls the um amount of images displayed.
So studs per tile is basically one tile is one image, and the studs tile is basically how many studs
each one takes up.
So if it takes up one stud along the V you can kind of think is v as the axis going up and u is the
axis going across.
So if only we take up one stud, there is they take up less room, so there'll be more of them.
Whereas if we change this is something like ten there'd be a lot less.
Let's change it to five in the middle and change the other 1 to 5 as well.
And now I've got a bit less here.
Offset studs u and offset starts.
V is basically you can shift it by a certain stud.
So if you do it along the view for example, they will shift along by one or by two or by three and
so on.
Okay.
Let's shift that by two.
So it's kind of in the middle.
And then this one as well we can shift by um just by one.
And the cool thing about this bit here is that, oh, let's leave on the left is that, um, if I,
um, scale the part, the image becomes very stretched.
It doesn't look very realistic or nice at all.
However, if we do that with this part, with the texture on, it just adds more images.
So, um, the texture is a really good alternative to the decal.
If you have a repeatable image like, um, I know you can use the material property for it, but things
like, um, maybe a sand texture or a wallpaper, something like that, which is okay to be repeated.
Definitely use a texture for it.
Um, however, if you have something that could only have one image, like for example, a computer
screen or an advertisement, something like that, you'd only want to use a decal for.
So in summary, um, decals are for single images and textures are for images you want to repeat.
Basically, um, and with a texture you can obviously you can sometimes have more, um, different shaped
parts.
Whereas with decals, the shape of the part has to MIT has to meet or be the same as the shape of the
image.
Otherwise you get a really stretched image.
Um, like this here.
So both are really good methods in order to add parts into your game.
Um, and later on in the course, we will have a look at how to add them in by uploading images yourself.
So that's how you add images into the game.
And the next lesson we're going to be having a look at some other kind of some other objects you can
add in into the part.