Author Topic: How the H3LL do you group faces in TS!!!!!!  (Read 2548 times)

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Offline aldo_14

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How the H3LL do you group faces in TS!!!!!!
Right, here's the situ.

I'm using TS5.0, and I want to re-map the vesuvius model Image with higher quality and res textures.

So I've been trying to 'group' the faces (i.e. for the cockpit, wings, missile ducts) that will be requiring higher-res mapping.  I've been using this thing called 'create named selection' to try and achieve this.

Only thing is, when I load the model in LithUnwrap or UVMapper, it comes out as only having 1 group  

So, how do I do this?  I've tried both using the saved file (cob), and also witgh it converted or exported to obj and 3ds formats, but no joy.

Failing that- How would I go about making a set of individual maps for each side of the model in box mapping with Lith / UvWrap?  i.e. so I have a map for the front, back, left, right, etc sides.

Thanks.  

 

Offline DragonClaw

  • Romeo Kilo India Foxtrot
  • 210
How the H3LL do you group faces in TS!!!!!!
  you must help the |_| |34|z733+ modeler!1


I can't.. I dunno anything about modeling(D'oh!)

------------------
    -Director of the staff of Hidden Terror.
   -Fleet Admiral of The Ancients Armada

         
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Offline aldo_14

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How the H3LL do you group faces in TS!!!!!!
(update)

Ok, I'm still struggling with this grouping thing - i can do it to a limited extent with UVWrapper, but this isn't good enough  

What i need to do know is learn how to expand the material sections (i have one for each face) to full size.

 

Offline Eth

  • 25
How the H3LL do you group faces in TS!!!!!!
Don't know a good way to do it in TS, but...

Open it up in UVMapper (obj file format).  Select the face(s) that you wish to have a seperate texture.  Then assign them to a new group if you want to make them a seperate suboject, or simply assign them to a new material if you want a different texture map for them (while leaving them as part of their current subobject).  Then convert back to COB format using 3D Exploration.

The reason for using 3D Exploration instead of directly pulling the OBJ file into TS, is that (at least with TS4.x) all grouping information is lost when a OBJ file is imported (they intentionally throw it away).


Another way to do something similiar to what you want within TS is to use the "Paint Face" tool.  Use it to apply the new detailed texture map to the individual faces that are part of it.  This does not create new subobjects or change the grouping, it strictly specifies that the selected faces use the specified texture map.


 

Offline aldo_14

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How the H3LL do you group faces in TS!!!!!!
 
Quote
Originally posted by Eth:
Don't know a good way to do it in TS, but...

Open it up in UVMapper (obj file format).  Select the face(s) that you wish to have a seperate texture.  Then assign them to a new group if you want to make them a seperate suboject, or simply assign them to a new material if you want a different texture map for them (while leaving them as part of their current subobject).  Then convert back to COB format using 3D Exploration.

The reason for using 3D Exploration instead of directly pulling the OBJ file into TS, is that (at least with TS4.x) all grouping information is lost when a OBJ file is imported (they intentionally throw it away).


Another way to do something similiar to what you want within TS is to use the "Paint Face" tool.  Use it to apply the new detailed texture map to the individual faces that are part of it.  This does not create new subobjects or change the grouping, it strictly specifies that the selected faces use the specified texture map.


The thing is, I have the obj file saved, and split it up into 6 materials - but I don't know how to save the indiv. texture template files for each side.

It's probably something really simple and easy, but I can't figure it out atall.  Plus, I'm not sure whether the uV mapping is preserved when I save.

 

Offline Eth

  • 25
How the H3LL do you group faces in TS!!!!!!
Yes, the UV mapping is saved (unless you turn it off in the save dialog box).

To be able to save the individual texture map templates, do the following sequence:

1) Select ALL (Edit, Select, ALL or Ctrl-A)
2) Hide the faces (press the '[' key)
3) Select ONE material (Edit, Select, By Material or Ctrl-M)
4) Unhide the faces for that material (press the ']' key)
5) Go to File, Save Texture Map.  Check the "Exlude Hidden Facets" box.  Save the texture map template.

Then repeat steps 1-6 for all the texture maps.  Oh, and if you haven't already, go to the Help menu and select the "Hot Keys" selection.  There are quite a number of things that are only accessible via hot keys (like the hide-unhide facet function).


One final note:  UVMapper does not create the Material Library for the Object file.  As a result, the texture map names are not saved with the OBJ file.  There are {edit}2 ways around this.


1) {edit} This was an invalid method

2) Once back in TS, select any face for a particular texture map and "Paint Over Material" with the proper texture map (worst way)

3) Open the OBJ file up with a text editor (notepad, etc.).  Add a line that looks like this after the header info (the lines that start with the "#" sign):

mtllib SomeFileName.mtl


Then create a text file with the name used on the line above (SomeFileName.mtl).  In the file there should be a definition for each material used.  The format looks like this:

newmtl Front
Ka 0.0164706 0.133412 0.168
Kd 0.043573 0.352941 0.444444
Ks 0.0294118 0.238235 0.3
illum 2
Ns 8
map_Kd Front.bmp

In the above example, the Material name in UVMapper was Front.  The texture map template saved was alled Front.bmp.  The rest of the info deals with reflections, transparency, etc. and you can just use what I have above and then change it as desired in TS if it doesn't suite your needs.


[This message has been edited by Eth (edited 08-09-2001).]

 

Offline aldo_14

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How the H3LL do you group faces in TS!!!!!!
thanks Eth, you're a god... that fixed it  

 

Offline aldo_14

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How the H3LL do you group faces in TS!!!!!!
GOD DAMMIT!!!  

Stupid ******* UV isn't importing into Ts, and converting it screws it up so it won't map.  

There is no material-space (?) saved with the model either, so I can't edit them in 3d Ex like Eth suggested.

I have absolutely no idea what I'm doing.  

[This message has been edited by aldo_14 (edited 08-06-2001).]

 

Offline aldo_14

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How the H3LL do you group faces in TS!!!!!!
bump.....help!!

 

Offline Nico

  • Venom
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  • 212
How the H3LL do you group faces in TS!!!!!!
maybe convert it in 3ds format first?
SCREW CANON!

 

Offline aldo_14

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How the H3LL do you group faces in TS!!!!!!
 
Quote
Originally posted by venom2506:
maybe convert it in 3ds format first?

I've tried cob.. not 3ds tohugh.  The thing is, I'm sure it's supposed to come up in 3dEx saying there are 6 materials (although not knowing what/where they are)
in the ship.  I just don't really understand what it is that's going wrong.

I can apply them in Ts, but I have to group every face and play about with their UV map, so it's not really worth the effort methinks - unless necessary.

 

Offline Eth

  • 25
How the H3LL do you group faces in TS!!!!!!
Email me the obj file that is output by UVMapper and I'll look at it to see where you are going wrong if you wish.



 

Offline aldo_14

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How the H3LL do you group faces in TS!!!!!!
 
Quote
Originally posted by Eth:
Email me the obj file that is output by UVMapper and I'll look at it to see where you are going wrong if you wish.

Ok - can I have your e-mail?

(I actually have just thought of something Ihaven't tired - creating the 'regions' - so I'll try that first)


  

Offline Eth

  • 25
How the H3LL do you group faces in TS!!!!!!
Aldo, I sent you an email on what is wrong  

Part of it was my bad :O  You can't just fix the names in 3d Exploration, you HAVE to create the material library file and add the line referencing it to you OBJ file.  I put the info in the email on how    So in my post above, delete step 1 as a possibility.

The other problem deals with the model itself and may be causing you some of the other unusual problems you have had (like the triangulated face problem you have in another thread).  The OBJ model file you sent me had all the vertex normals set to a NULL value of 0,0,0