Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Lynx on April 25, 2004, 04:22:56 am
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I did a model for WCS, a heavy cruiser. It's textured with two or three different tiling textures, and one bigass texture which is used for all the details lik tech gratings, intakes, logos, windows and so on. The problem is that the texture coordinates of this very texture get totally twisted during the conversion progress. Any idea what causes this and what to do to fix it?
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Possibly.
If you are viewing this model in modelview, you should know that if the map is larger than 512x512, or it doesn't have both sizes equal (ie.: 234x468), Modelview will not show the textures correctly. However, it will render properly in Aurora, and in FS2. :nod:
Hope this helps. :)
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the problem is different: the ship looks correctly in Truespace, if I convert the file to 3ds however uvw data is totally messed up :(
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That's odd. I've never run accross tihs before, and I convert between 3DS and COB fairly often. Perhaps it's the converter. Are you using 3d Exploration? Try playing with the UVW Settings in that program, if you are.
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I encountered that problem sometimes when I was still using
TS3.2.
I had to place the texture wrong in truespace, so that it will
be right into position after conversion.
Example : Truespace UV-Coordinates were
U repts : 0.75
V repts : 0.75
U offset : 0.25
V offset: 0.5
When the texture will be screwed up, normaly I have to change the
U or V offset to the contrary, let's say U offset : -0.25.
Since I use TS5.x, I didn't encountered that problem again until this
model came out that model Lynx is refering to (and there is the
same problem on another model too). If It would be a single
texture, it would be no problem, but this is a very complex
detail-texture and it couldn't be corrected by simply changing the
Coordinates to the contrary, they are very hard messed (due to the
amount of details, the tilling is very low).
Besides that, there is not even some resaving into 3DS necessary,
when I directly open the cob-file in 3D-explorer, it is messed up also. Only TS displays it correctly.:(
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does it render correctly in PCS
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Could that be because the cob->3ds conversion mirrors a model along its centerline? IIRC it's a left-hand vs. right-hand coordinate system issue.
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quite possibly
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Originally posted by Kazan
does it render correctly in PCS
I have to admit, that nearly no model I made render in PCS. Where do I have to put the map files in ?
I have entered the path (under options) for my modding folder, and
not for the standard-FS2- folder, maybe that's why it is not rendering.
But as I said, not even the original cob-file is displayed correctly in
3d-Explorer. I'm sure this is just another stupid Truespace-Error.
Looks like it cannot handle this sort of detail texture.
@Kazan, if you wish I can upload the two wrong models on our
FTP, maybe you have an idea when you can see it in nature.
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I was going to offer to look at it for you, but if you want Kazan to, I'm sure he's more than capable.
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Starman01: you have something setup wrong
make sure you have the latest version of PCS - and set the texture path to the fs2path
(NOT fs2path\[mod\]data\maps)
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Originally posted by Raa Tor'h
I was going to offer to look at it for you, but if you want Kazan to, I'm sure he's more than capable.
No offense, but it is more because our models are not for the public yet, more like internal secrets, and Kazan has already access to them. :)
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I know how that is. I am TVWP Staff, after all. But should you need it, my offer still stands. And it wouldn't be made public. (I don't even know enough about WC for me to want to keep the model)
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I tend to export as .OBJ where possible, though I use lightwave, and then texture the obj (Deep Paint) and export that as a .cob with 3dx. It tends to be pretty reliable I find :D