Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: MetalDestroyer on September 01, 2005, 01:16:22 pm
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Hmmm, i've just tested it and, i can't have more than 16 textures for a model :(
Could you insert into this built the possibility to play with models with more than 16 textures ? because, when Fs2 detect a model with an outnumbered of textures, it crashed itself.
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I thought that texture limit existed since the early days of HTL?
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Originally posted by MetalDestroyer
Hmmm, i've just tested it and, i can't have more than 16 textures for a model :(
Could you insert into this built the possibility to play with models with more than 16 textures ? because, when Fs2 detect a model with an outnumbered of textures, it crashed itself.
A model with 16 different textures is already an outrage against performance.
Learn to uv-map and/or properly use tiled maps.
16 is more than anough to wrap everything.
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I know that, but, i tested some stuff after converting some models just to see what happens.
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Then why ask to fix it? That "crash" is there to prevent such abuses of mappings so that HTL can actually accomplish a performance boost.
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The int 3 crash is still there i think.
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Originally posted by MetalDestroyer
Hmmm, i've just tested it and, i can't have more than 16 textures for a model :(
Could you insert into this built the possibility to play with models with more than 16 textures ? because, when Fs2 detect a model with an outnumbered of textures, it crashed itself.
With the current setup, that's 48 passes for one model if you glow and shinemap the whole thing. It'll also be taking up that many spaces in the image library list, meaning it's likely that there'll be less room for animated explosions.
UVWrapping FTW.
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Originally posted by WMCoolmon
With the current setup, that's 48 passes for one model if you glow and shinemap the whole thing. It'll also be taking up that many spaces in the image library list, meaning it's likely that there'll be less room for animated explosions.
UVWrapping FTW.
oK, I'll try to UVMap them but, i'm not skilled at it.
In fact, i try to convert the X Wing Alliance model into POF. It works, but, each models have more than 16 textures except for the Tie Fighter, the only one I can play with.
I don't try to released this convert models because it's not from me.
Each texture takes about 5 Ko to 65 Ko, it's not so much for textures i think.
However, I agree with you.
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Import them into 3ds max or something and bake them then. That should turn 16+ maps into one big one with ease :)
Dependant on you having 3DS Max or something of course :)
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I don't understand when you said "bake them" ??
I have 3DS, but when i load the model, is it normal i can't see any texture but only the model ?
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You'll need to activate the rendering of those textures first.
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Ok, i went to "Render to Texture". 3DS have generated 7 textures for the whole model. Now, i'm wondering, what to do next with it ?
I try to export the model, but when open it into Ts, i don't have any textures. Is there something I forgot ?
And, now, my 3ds file take less space than the original.
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All of that sounds right. You'll need to make sure the texture Max generated is a filetype that Truespace can load, and that it is in a location that Truespace will look for textures. Also, be aware that the 3ds format cuts any texture names longer than 8 characters to their DOS equivalents. You may need to reapply the map in Truespace to get it to show (but you shouldn't need to do any UV work). The filesize is smaller I think because with only one texture the file won't be as broken up as much (thus fewer duplicate vertices) and there is less texture information to hold.
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Originally posted by StratComm
All of that sounds right. You'll need to make sure the texture Max generated is a filetype that Truespace can load, and that it is in a location that Truespace will look for textures. Also, be aware that the 3ds format cuts any texture names longer than 8 characters to their DOS equivalents. You may need to reapply the map in Truespace to get it to show (but you shouldn't need to do any UV work). The filesize is smaller I think because with only one texture the file won't be as broken up as much (thus fewer duplicate vertices) and there is less texture information to hold.
Just a stupid question, how to be sure, if 3DS have save texture position into the model in .3ds ?
After the Render to Texture; what should i do ?
The textures generated are on tga format.
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I'm sure that the UVs (texture positions) are saved, though with baking they may be the wrong ones. To check, I'd use either Truespace or 3dexplorer to apply the baked texture to the model as though you were giving it a new map and see how it turns out. If it makes sense, then the new mapping saved. If not, it didn't. I really don't know what else to tell you.
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Ok, i try it. But if i apply what you tell me, when i put the baked texture on my model, i don't have to fix them ? I've just to put it, and the mapping is well done ?
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I think so. Baked textures in max are generally flaky things for export; the models have 2 sets of UV maps as well as two sets of textures and I'm not really sure which gets exported. The shrunken filesize makes me suspect that it exported the correct thing. Anyway, just try it and see what happens. If it doesn't work, come back here.
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Ok , now i undertsand ho to do, thx to you and this link ^^
http://www.planetunreal.com/fordy/gradientssmeshtutorials/lastpage.html
But, i'm wondering, why my texture is darker than the original ?
Take a look :
The left one, is from my UVmapping in 3DS, the right one, it's the original UVmapping.
(http://img303.imageshack.us/img303/9463/compare1xwing0nz.jpg)
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Ah, that. Baking textures in MAX requires proper lighting, as those maps have lighting baked in. Play with your lighting setup (maybe a skylight with no shadowing and lower intensity as a full-bright skylight will wash out the maps) to adjust that.
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Where can i setup lighting ?
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New objects -> lights -> [light of your choice] -> place like any other object in Max. Skylights require some extra options to be set in render settings, but I can't remember which ones offhand.
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I meet another probleme now.
After the cob to pof file process with PCS, the pof model don't have any textures.
But, before the conversion, I can see all textures in the cob format.
What happens to textures ?
I look into the pof file with a Hexadecimal Editor, and i see it have textures names.
I convert textures in pcx format and use 256*256, something missing ?
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A tutorial.
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I fix it. I tested the x wing, but i don't have any glow animation for thruster. Is there anything to do with PCS ? I put coordinates from the 4 engines, but no sign of thruster :/
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At this point, I'm going to point you to Karajorma's Freespace FAQ (http://homepage.ntlworld.com/karajorma/freespace/intro.html) as he has put together a pretty comprehensive set of instructions for dealing with PCS and the POF format. You're now asking about basic POF questions which are better addressed by the FAQ than by a Q&A session in the forums.
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I've resolve my problem.
But, now, after studying a lot of time into 3DS and his bake feature, i found the X Wing Alliance model have more than 16 parts (objects).
This afternoon, i try to convert the Imperial Star Destroyer's texture within the Bake feature from 3DS.
3DS have generated 21 maps of 256*256, and when time come to put these maps on the ISD, I found the ISD have 21 objects.
So, i'll ask you, if i could have a special fs2 open built for models with more than 16 textures.
For now, i have only 3 models converted into Fs2 :
- the X Wing
- the new X Wing from the New Jedi Order
- the Tie Fighter
(http://img267.imageshack.us/img267/7071/fs2openr0109200520050901220557.jpg)
(http://img114.imageshack.us/img114/7281/fs2openr0109200520050903205549.jpg)
(http://img114.imageshack.us/img114/9752/fs2openr0109200520050903205855.jpg)
(http://img114.imageshack.us/img114/8348/fs2openr0109200520050903205903.jpg)
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If you imported from 3ds, that's one of the format's limitations. It stores textures by object, not by face, so the 3ds model will have each of its texture components broken up into individual sections. In max, before you bake, make sure you weld all vertices so that you end up with a single solid object.
Asking for a build with more than 16 textures per object is not going to happen, because as has been stated repeatedly, that limit is there for a reason.
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I know the reason :D
You said I have to weld all vertice before baking. But how to weld vertices ? Where can i found this feature in 3DS ?
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Select all of the faces on the mesh (bandbox select over the whole model is what I usually use) so that you don't accidentally miss anything. Then use the "select modifier" drop-box and select "vertex weld". There is a possibility that this will cut a lot of detail out of the model; if this is the case you're going to have to scale the whole thing up and reset its pivot (don't worry about this unless it actually comes up though).
There's going to come a point though where I'm going to start pointing you to Max help, because the answer to most of these "how to" questions in Max are better answered there.
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Could you take a screen about the "vertex weld" ?
Because i'm not sure if i select the right one but, when i clic into it, nothing happens :/
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I'm sorry, but no. I'm not going to take and host (and post) a screenshot of a Max vertex weld. When you select it, you should have every face on your model selected. When you select it, nothing should (ideally) change visibly, but the number of vertices on the model should decrease. You should also be able to collapse the stack (right click, collapse to in the modifier panel), select the mesh again, and have volume select select the whole thing.
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Here, I don't mind:
(http://premium1.uploadit.org/magatsu1//max1.jpg)
You want Weld -> selected.
If it does nothing or moans about threshold, put that thresholdvalue in the box really high to somethin' like 50, undo (ctrl-Z), then gradually bring it down.
StratComm's right though. If you can't get hold of any tuts your gonna be in a whole world of hurt.
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Nice ship, Roa.
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bit of pimpage never hurt anyone .:D
Texture's about only 20/30% done tho.