Author Topic: Texturing problems.  (Read 1656 times)

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Ok, i got my very first model with working turrets into FRED!!!:D   Woopy!!!
But here´s the deal: it´s INVISIBLE!! I only see the red brackets around it.
I know it has to do with the textures, because i can´t see the model textured in PCS, i only see a dark green shade.
I know something is wrong in the texturing process, so i need your help here.

Here´s what i have:

I extracted the textures from FS, using VPView. I then converted them to .jpeg to use in Truespace (should it be .tga?). And then i used those textures to "paint" the models.
After painted, i .pof the model.

Something is wrong here, i know that much. But untill i find out how to correctly work the process, i´m stuck!

Would someone please give me a run down of the steps needed to extract the textures from FS, how to use them in TS, and then have a fully textured model back to FS?
I just need the guidelines.

Do i need to texture the models using the original .pcx maps? If so, in wich program??
Help me out here...

:confused:
No Freespace 3 ?!? Oh, bugger...

 

Offline karajorma

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I can't see anything you did wrong here. The format of the file you texture with doesn't actually matter.

For instance if I have a texture called capital01-01.pcx in the vp it doesn't matter if I texture with a .tga .bmp or .jpg. All that matters is that the file is called capital01-01.xxx

Did you use a UV repetition of less than 1? I've seen that cause problems before (although not this specific problem). Also what version of PCS are you using? What version of FS2?

Did you put a copy of the pcx file in the FS2 folder? If it's a file from the vps which you haven't changed at all try removing it and seeing what happens.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Is there a way to have the model just textured with the default texure? That way, at least i would be able to see it.

I´m using:

-PCS version 1.3.42 , release build 71.
.Cob to .pof version 1.3.4.

-FS2 retail, with FS_Open 3.6. (has no bearing to this problem)

-VP_View 2.0.

-Truespace 6.5.

-PaintShopPro7 (Evaluation version) or Photoshop 7.0 ( retail version).


So, if the format of the texture doesn´t matter, and only the name, then it should be working...
I extracted the textures and saved them under the same name, with the same dimensions. I then placed the newly saved textures and placed them in the Truespace directory. Made the model (actually, i´m trying this in a cube, with two turrets, all painted with just one texture, the capital7.pcx), aplied a cubic UV map and painted it in Truespace. Then i tried doing 2 things:
One, save the model as is, and .pof it.
Two, opened the UV map in TS, and saved it as a .pcx, wich i placed in the FS directory, in the maps folder.
Either way, it would show up as dark green in PCS. and the texture count in PCS was 0.
Now, maybe i got something wrong in PCS. In the options tab, there are 2 path slots to fill in, that should point to the textures, right? The first, the top one, was by default set to just " C:\", and the bottom one i had it point to the FS directory. I also tried changing those paths, into a number of combinations. Pointed it to the texture folder inside TS, and nothing. Changed it and wrote the TS texture folder in the top path slot, and wrote the FS path on the bottom slot, and vice versa. I tried every possible combination, and nothing...
What are we supposed to write in those slots?

For PCS to not detect the texture, either the .cob has no texture or UV mapping, or PCS doesn´t find the textures in the first place.
I´m more inclined to say the problem lies with the .cob, and not with PCS.

So, i would ask this from you. Would you please give me a run down on your actions to add a simple textured cube to FS? Like how you textured it, wich kind (if any) UV mapping you used, where you saved it to, etc etc.
That way i can compare with what i have, and spot the error.

All i want for now, is to be able to see the model in action in FS, to correct any mistakes in the turreting, and try the Station rotation procedures, and all the in-game tests.

:shaking: :shaking:
No Freespace 3 ?!? Oh, bugger...

 

Offline aldo_14

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If there is no texture mapping, IIRC, modelview will show the model as being bright red.  in my experience, not having any Uv just means the model shows as partly-transparent white rather than invisible, though.

Options in PCS for paths should be for the place to start looking for cobs in (open file) and to save in (save pof).  The game engine itself controls where textures are looked for - if you;re using original textures, then you shouldn't have a problem as it'll fetch the textures from the VP files.  also, you'd usually get an error dialog if textures can't be found, so I doubt it is that.

(also, I'm not sure what PCS' texture loading method is....but I've never had a texture show up for any of my models)

Can you give a FRED / FS2 screenshot of what you do see?

Have you scaled the model, BTW?

 

Offline karajorma

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Quote
Originally posted by Swamp_Thing
Two, opened the UV map in TS, and saved it as a .pcx, wich i placed in the FS directory, in the maps folder.


Here's one possible problem. If you haven't saved the PCX as an 8-bit PCX FS2 won't show it. Try checking the format of the file to make sure it is an 8-bit file not a 24 bit one. Better still remove it and just replace it with a file extracted straight from the VP.

Quote
Originally posted by Swamp_Thing
Either way, it would show up as dark green in PCS. and the texture count in PCS was 0.


That's strange. Are you converting the files using PCS or cob2pof? I reccomend PCS over Cob2Pof for almost everything.

Quote
Originally posted by Swamp_Thing
Now, maybe i got something wrong in PCS. In the options tab, there are 2 path slots to fill in, that should point to the textures, right?


Actually there are three paths you can fill in the options panel the COB/SCN and the POF options (In the Default Model Directory box)  are just there for your convenience. All they do is set where PCS starts looking when you choose to load or save a file. AFAIK they have no effect whatsoever on the way the program runs.
 The lower option Texture Path however is important. You should point this at your Freespace 2 folder (NOT Freespace2\data\maps).

Quote
Originally posted by Swamp_Thing
For PCS to not detect the texture, either the .cob has no texture or UV mapping, or PCS doesn´t find the textures in the first place.
I´m more inclined to say the problem lies with the .cob, and not with PCS.


I'm inclined to agree with you, especially if modelview or FS2 is also reporting failure.

Quote
Originally posted by Swamp_Thing
So, i would ask this from you. Would you please give me a run down on your actions to add a simple textured cube to FS? Like how you textured it, wich kind (if any) UV mapping you used, where you saved it to, etc etc.


Basically when texturing a simple shape in TS6.0  all I do is this.

1) Select the texture
2) Click on the paint object button.
3) Save.

It really should be that simple. Tell you what. Zip up the cube's .cob and the pof you get from it and send it to me at [email protected] and I'll take a look at it/try to convert it. If it works we'll know that the problem is with your install of PCS. If not we can check in more detail what you're doing in truespace.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 
Ok, it´s fixed. I spoted the problem. It was like this:

After extracting the textures, i always saved them as .jpeg. But by saving as .jpeg,  PaintShopPro would automatically raise the colour bits to 24 and as 1.2 million colours. So i tried saving as .tga, and it was the same as .jpeg. So i tried saving as a .bmp, and EUREKA!!! It worked!!

It´s odd because i was under the impression everybody used .jpeg. Bitmaps are way to big, and keeping a few hundred textures in the bitmat format will ocupy half my HD.... Oh well, we can´t have everything, can we?
:rolleyes:

Is there a way to save the textures as .jpeg, and still keep it at 8 bits? If there is, i haven´t found it yet.
Anyway, the important is that it works. The only thing not quite yet up to par, is the PCS rendering. It showed as a white model, it didn´t show the texture. But i guess that must be something else. But i can live with that. As long as it works in FRED, that´s ok by me.


On the model though, the single part turret worked fine, but the multi part did not. The arm did not move. It fired into any direction, from the tip of the arm, but the arm itself stayed frozen.
I must have mistaken the axes...

Thanks for all the help, i wouldn´t have figured it out without it.
:yes:
No Freespace 3 ?!? Oh, bugger...

 

Offline aldo_14

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If you want it 8-bit, you need to use PCX.... I think bmp may support a reduced palette, but jpg and tga don't AFAIK.  Personally, I use BMP / TGA files as a base and use bright to convert them into 8-bit pcx format for ingame use (where necessary).

 

Offline KARMA

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don't use jpg in truespace, use bmp.
I know it should be the same pcs wise but since you can't nail down the problem it's better to cut out even the stupid possibilities

 
Quote
Originally posted by KARMA
don't use jpg in truespace, use bmp.
I know it should be the same pcs wise but since you can't nail down the problem it's better to cut out even the stupid possibilities


I already did, it was the .jpg issue.
I ve just spent a full hour getting all the textures to .bmp format. Think that will solve it.

Btw, are there any texture pacls available somewhere? With some nice metalic textures?
I could scrounge them for other games, but chances are if there is such a pack around, it would be already format for TS/ FS.
 Do anything to save work, that´s my motto!
:D
No Freespace 3 ?!? Oh, bugger...