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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: mnftg64 on September 04, 2003, 07:29:57 pm

Title: mapping in TS5
Post by: mnftg64 on September 04, 2003, 07:29:57 pm
can anyone help me? when I add a texture, I can't seem to add it to certain parts of a ship. It always just maps the whole damn thing.
Title: mapping in TS5
Post by: StratComm on September 04, 2003, 07:41:32 pm
*Tries to remember how to start mapping in TS

*Fails

If you are trying to texture specific parts of a ship, I think you can select the polygons you want painted and click the paintbrush button.  What you are describing sounds like you are pressing the object paint button, which looks like a funnel.
Title: mapping in TS5
Post by: mnftg64 on September 04, 2003, 07:54:01 pm
yeah, that sounds right, i'll try selecting seperate polygons....if that don't work, then I'll just have to keep frekin with it.
Title: mapping in TS5
Post by: Taristin on September 04, 2003, 08:14:50 pm
I do this all the time... Right-click on the ship, and while holding down ctrl, click on the faces you want to select, then hit the paintbrush tool, not the roller tool, and the faces will be covered. then you can hit the cubic (or whatever) UV mapper, and adjust the texture size and placement... Usually by scaling the UV Box you can get some nice effects. :nod:
Title: mapping in TS5
Post by: Anaz on September 04, 2003, 08:59:24 pm
...

...

all you have to do is click the little rollout and then let up on the mouse button for the paint brush. Then click the face you want to paint that texture. Or do I need to go over how to click with you?
Title: mapping in TS5
Post by: Taristin on September 04, 2003, 09:03:01 pm
Look, I do it in one step. If you already have the faces selected, and you hit the single face painter, it'll cover the face with said texture, and leave them selected for when you want to UV map them...

Edit: Had to delete the smartass reference, I was testy...(sorry)
Title: mapping in TS5
Post by: diamondgeezer on September 04, 2003, 09:32:25 pm
What you'll want to do is to highlight all the faces you want and then hit planar mapping. It will create a plane for the map to be displayed on, roughly as flat as it can get it accross all the polys you selected. You can easily manipulate the plane using the box with all the size and position data, though it's easier in theory than it is to get the actual result you want in practice. Make sure you keep plenty of backups cos sometimes TS likes to planar map the entire model instead, and that can't be undone.

Course that's for details and stuff, if you wanted simple hull pattern then a global, cubic UV map is best. If you create a new model in TS then each poly will be planar mapped by default, which is dead handy, but if you're editing someone else's model then you may find some ploys have textures mapped on at a dodgy angle so that appear as streaks or something. In that case you'd need to click the poly and hit planar map :nod:

Just remember to save it often! TS has a habit of doing what it thinks you want it to do and then not letting you undo what it did. So keep a backup and back the backup up again, preferably in another folder :)

Oh, and another good idea is to create a scene with light bulbs at, say, 30m out from center in all six compass directions. Turn them up by right clicking on them and adjusting the slider. This way you'll have your model well-lit from all angles :nod:
Title: mapping in TS5
Post by: Killfrenzy on September 05, 2003, 08:11:11 am
Or just click on lighting options and select 'White!' :D

And if you're doing fighters, LITHUNWRAP!!! :D:D