Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Stormkeeper on August 03, 2008, 05:10:54 am
-
Okay, so I read the wiki, and all it says about making shields is to
If you want your figher/bomber to have shields, you must make a triangulated sphere and name it as 'shield'. Also, you must apply a single colour on it.
Does it literally mean just creating a sphere, give it a single color flat texture and triangulating it, or is there more involved?
-
Okay, so I read the wiki, and all it says about making shields is to
If you want your figher/bomber to have shields, you must make a triangulated sphere and name it as 'shield'. Also, you must apply a single colour on it.
Does it literally mean just creating a sphere, give it a single color flat texture and triangulating it, or is there more involved?
That is about it - I think it was a 80 face sphere. Otherwise the hits would look a bit wierd - the effect would skip some polys etc.
-
Exactly 80, or more than 80?
While I'm at it;
I have this error. I modelled and textured the ship in Maya:
(http://i15.photobucket.com/albums/a354/sohmingjian/wip2.jpg)
But in after importing it into Blender:
(http://i15.photobucket.com/albums/a354/sohmingjian/wip1.jpg)
Any Ideas why?
-
Exactly 80, or more than 80?
While I'm at it;
Any Ideas why?
80 - In Blender Icosphere - subdivision 2 = 80 faces
It would depend on the export type and import into Blender. Basically it is finding the texture image but not the image for the uv. If it is a problem you can use Accutrans http://www.micromouse.ca/ (http://www.micromouse.ca/) to convert to collada and then import.
For Blender Freespace stuff I usually don't bother with applying materials.
In edit mode hit the A key to select all faces.
Set up a split window with the 2nd one set to UV/ImageEditor.
In the UV window hit A again so all the uv stuff is selected. Then image> load and choose your image.
alt z to switch between textured and solid mode
Ctrl uparrow to maximize window (toggle)
-
I tried, and I dunno how to map parts of the ship to different sections of the texture. I'll try using accutrans to import the whole shebang into Blender; although I used an auto-generated UV map for the model, i'm not sure if it that was the problem.
-
It looks like you're not in textured display mode.
-
I think you have to attatch it to the hull too. Also, make sure it is facing outwards. And you spelled shield correctly (I did that :ick:)
-
It looks like you're not in textured display mode.
I managed to do it, but it looks weird now, like the textures are all on the inside.
I think you have to attatch it to the hull too. Also, make sure it is facing outwards. And you spelled shield correctly (I did that :ick:)
Facing outwards?
-
I managed to do it, but it looks weird now, like the textures are all on the inside.
Facing outwards?
Recalculate the face normals --- Ctrl N (in edit mode) select all faces first.
Game models have single sided faces. One side shows the texture, and the other side is see through.
-
Oh. Cool. It looks right now. Thanks.
My ship's textures appear in PCS, but not in modelview. Its a 512X512 PCX format, but doesn't appear. While we're at it, no way to reduce the size of the model in PCS, is there?
-
Oh. Cool. It looks right now. Thanks.
My ship's textures appear in PCS, but not in modelview. Its a 512X512 PCX format, but doesn't appear. While we're at it, no way to reduce the size of the model in PCS, is there?
Make sure the pcx is 8 bit - 256 colours (not 24 bit - Gimp defaults to 24 bit) Other than that don't know. pcs and modelview have wireframe/solid and textured mode.
PCS1/2 have a scaling factor option only on import. eg.. set the scaling option, then import the model.
Just curious, why modelview? does PCS2 run on your machine?
-
Yea, it does. The texture does display in PCS2, but not in modelview. I finished marking weapon points and stuff, although I forgot to add a shield. But I'll save that for my next model. And I screwed up the dock path. Does a fighter need a dock path in the first place? I'm also not exactly sure why I opened it in modelview. It was outta impulse. Lucky I did, though.
Nevermind, I know how. And its 8-bit PCX file.
-
Does a fighter need a dock path in the first place?
The dock path is for resupply. You can make a shield and export to cob. PCS2 has an import function. Just go to shield and hit load.
-
This topic has been moved to here (http://www.hard-light.net/forums/index.php/topic,55581.0.html).