Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: acs07 on April 07, 2001, 12:47:00 am
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I did it with the forum's help I'm able to make my own capital ships, thank you. But I cant get the textures right every time I go to put on a texture on my model in truespace2 trail ver I get only a striaght color (red) I wanted a red machine look for my ship, but I only get a red color only I don't know what i'm doing wrong can someone help? these are the steps I took (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)when i used the bmp file it was 256 size and at 16 million colors when i texed it, and when i was done i converted them back to 256 colors and saved them as pcx, then put one in fs2 folder and one in the data/maps folder under 8 char) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/confused.gif)
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You have to give your model an UV map first, or the textzres won't show up.
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I figured out a way, I have to texture each piece 1st before I glue and save them all together thanks. And by the way what does UV mapping do anyway?
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A UV map is a special shape that the textures are applied to, and then Truespace uses projection to calculate how the textures will look at the face. Somehow as if you put a transparent foil with an image on it in front of a wall and then put a light in front of it so the image is projected against the wall.
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no peaces, it causes problems, make it out of one object, model, mesh, or what ever you want to call them. one, no guleing
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Bobboau, bringing you products that work.............. in theory
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Don't mind Bobboau, he's addicted to a single subobject and is using a UVofTS... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Have you looked at IP Andrews TrueSpace guide?
Freespace 2 Ship Creation Guide ("http://underworld.fortunecity.com/pacman/106/fs2mods/shipcreationguide/shipcreationguide.html")
Some parts are also by the hand of Bobboau (and ofcourse Eternal One) but luckily Ian is not as opposed to using sub-objects as Bobboau is...(how else R U going to have rotating objects/turrets Bobboau?)
BTB. I discovered a nice trick if you triangulated an object and forgot to save a backup before ya did it... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
place a plane very close next to the object, but not touching it, then boolean subtract the plane from the object and viola, your untriangulated original object is back (http://dynamic.gamespy.com/~freespace/ubb/noncgi/cool.gif)
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JarC (ICQ ("http://21893433.home.icq.com/main.html")) "Dave? Will I dream?"
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[This message has been edited by JarC (edited 04-18-2001).]
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look at the V meshes, they did it that way for a reson, turrets and such are not part of the hull.
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Bobboau, bringing you products that work.............. in theory