Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: QXMX on July 11, 2001, 11:33:00 pm
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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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Webmaster of Subspace Zero (//"http://www.subspacezero.com")
Co-Creator, GroundZero (//"http://www.subspacezero.com/omega18.htm")
ICQ# 117983680
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UV space, if you don't have TS4 don't wory about it.
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Bobboau, bringing you products that work.............. in theory
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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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Webmaster of Subspace Zero ("http://www.subspacezero.com")
Co-Creator, GroundZero ("http://www.subspacezero.com/omega18.htm")
ICQ# 117983680
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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.
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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
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No I mean I don't use TS I use MAX (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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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!
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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
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? you can't save anything? what are you talking about?
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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).
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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)
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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.
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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?
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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) ).