Corrupt Textures

Corrupt Textures

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Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Corrupt Textures

Post by Sheekel »

I have custom textures made but im not really sure where to put them so Spring can use them. I made a simple unit to test them and put the textures in a "textures" folder in with the rest of them (objects 3d, scripts, etc.) and compiled. When i build the unit i get this:


Image

Now ive heard that when spring cant find a texture it uses all the textures from the game. Thats certainly what this looks to be. Does anyone no how to fix this?

Also, is there a texture size limit? 32x32 etc? Where do i put them to get them to work?
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

http://taspring.clan-sy.com/wiki/Mod_De ... t:Archives

S3O textures go in unittextures
3DO textures go in unittextures/tatex

so far as I can tell
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

how do you add textures to a model? Is it the same as 3do builder where you just click on a face and then double click the texture? Because when i try to add a Cavedog Texture (or any other for that matter) the object just turns white. Ive check the view mode, it set to "texture."

Help?
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Um, you have to uvmap your models. Get LithUnwrap or UVMapper, they're both freeware, and will allow you to create uvmaps. If you go down the threads in Art and Modeling, you will find a thread where I pointed newbies towards a tutorial I did on the basics of uvmapping- go read that, practice, and you will soon be mapping your models successfully :)
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SinbadEV
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Post by SinbadEV »

For S3O, you need to have a UV mapping imported with the 3DS (or compatible format) source model, then when you assign a texture 1 and 2, they are mapped onto faces using the imported mapping... for 3DO format? I have no freaking clue... the only last thing to mention that I know, is that spring expects an extra 00 in the name of the texture you've used, so if the name of the texture TA is looking for was image1 then the image spring is looking for is image100.tga (or whatever extension)... but that might only apply to 3DOBuilder... if it applies to upspring then Zaphod's head is screwed on backwards.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

i have to UV map even if im gonna use regular Cavedog textures and a Cavedog model?? (im practicing with a working brawler model, its weird though. When i upload the model, the brawler is textured normally. But when i try to apply a different one, or even the same texture, it turns white again.)
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Zenka
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Post by Zenka »

You have to UV when you use s3o. if you use 3do then you have to texture the old style.
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

is there a way to do 3do texturing in upspring?
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I am pretty mystified about how the TextureGroups work, and how 3DO models can be imported into UpSpring, but in the end, I just don't care enough to figure it out, even to help others, so you're on your own.

S3O is the future, 3DO is the past. Might as well get over the pain and suffering now...
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Well, i redid the textures with TA Palette and got them to work in original TA, but whenever i build the unit in spring i get an error that says:

Unknown texture block00

And then the texture fails to load. I renamed the texture from block to block00 and that didnt fix it, i really dont know what to do from here
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

I am still mystified why you're sitting here struggling with this, when you could just learn how to uvmap, and do this in S3O the new way :roll:

It's really not that hard. Really. Just go read the Tutorial I wrote for Lancer's Reactor... go find that in the Art section of this Forum, I bumped it...
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

im not really sure i need to UV map, seeing as how im only using about 20 textures and some common colors for the lego mod. But ill give it a try
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Well... lemme list some reasons...

1. Scale control. You can achieve textures where everything is scaled correctly.

2. Better detail. Period.

3. Better control over how the shaders work.

4. Less hassle- everything's one texture.

5. Instead of wasting geometry when you really just want to add new colors, you can use the texture.
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