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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: QXMX on July 11, 2001, 11:33:00 pm

Title: Texture Mapping for fighters
Post by: QXMX on July 11, 2001, 11:33:00 pm
I've been wondering this for a while.  The texture maps for fighters are a bunch of little pictures lined up on a single map.  How do they create them so that the right textures are in the right places?

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Title: Texture Mapping for fighters
Post by: Bobboau on July 11, 2001, 11:46:00 pm
UV space, if you don't have TS4 don't wory about it.

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Title: Texture Mapping for fighters
Post by: QXMX on July 11, 2001, 11:49:00 pm
I have TS 5.1.  I just want to know how involved it is.  Is it a lot of trial and error?

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Title: Texture Mapping for fighters
Post by: Martinus on July 11, 2001, 11:58:00 pm
It's fairly involved, it's what's commonly known as "single map texturing". There are lots of tricks that are used in order to get good results but I wouldn't know where to start with Truespace.
Title: Texture Mapping for fighters
Post by: Bobboau on July 12, 2001, 12:06:00 am
well then look for UV per face, then select a bunch of faces, then move the little reticle thingy(it represents the texture) to were you want it, and repete untill you have all faces UVmaped, then use Lith (do a search for it, lith unwrap lithium) to polish your UV space.

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Bobboau, bringing you products that work.............. in theory
Title: Texture Mapping for fighters
Post by: Martinus on July 12, 2001, 12:11:00 am
No I mean I don't use TS I use MAX  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: Texture Mapping for fighters
Post by: Grey Wolf on July 12, 2001, 12:20:00 am
Then there's poor old me who has to use 2 maps (1 for the body, 1 for cockpit) because of TS1. At least it only takes 1-20 min. to texture! How I love planar mapping!
Title: Texture Mapping for fighters
Post by: Bobboau on July 12, 2001, 01:39:00 am
well it's simalar but you can do everything in MAX, but you can't save anything so you're screwed if you are intent on useing MAX

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Bobboau, bringing you products that work.............. in theory
Title: Texture Mapping for fighters
Post by: Nico on July 12, 2001, 06:10:00 am
? you can't save anything? what are you talking about?
Title: Texture Mapping for fighters
Post by: aldo_14 on July 12, 2001, 07:16:00 am
Personally, I use Lithunwrap to generate the UV maps and templates, save as 3ds Max, then convert to cob.  Then I edit the map template, using PSP7, and the magic wand tool to select areas, before filling all the empty spaces with a generic coloured map (to hide the seams).
Title: Texture Mapping for fighters
Post by: Styxx on July 12, 2001, 09:16:00 am
 
Quote
Originally posted by Bobboau:
...so you're screwed if you are intent on using MAX.


So how come all my (working in-game) models were made and textured on MAX?  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Title: Texture Mapping for fighters
Post by: aldo_14 on July 12, 2001, 09:31:00 am
 
Quote
Originally posted by Styxx:

So how come all my (working in-game) models were made and textured on MAX?   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)

Maybe sommat to do with conversion? (shrugs shoulders).  Not my area, though.

Title: Texture Mapping for fighters
Post by: Tachnyrus on July 12, 2001, 11:24:00 am
Hey, speaking of Truespace 1, every time I render/paint a model, it goes back to wireframe everytime I click outside the model or move the eye.

What's up?
Title: Texture Mapping for fighters
Post by: aldo_14 on July 12, 2001, 11:47:00 am
 
Quote
Originally posted by Tachnyrus:
Hey, speaking of Truespace 1, every time I render/paint a model, it goes back to wireframe everytime I click outside the model or move the eye.

What's up?

Well TS1 is an old program - I'd guess it's to cut down on the processor usage when rendering a complete model.  Even TS5 only shows the selected object as solid, and leave the background as wireframe (handy for massive scenes  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif) ).