UV mapping file composition
Moderators: MR.D, Moderators
Now that we are here...
the unit design process goes as follows.
Make a croquis, (sketch) of the unit.
Make lots more if you want a polished one. fix details.
dont be too complex in sketches, just round the idea, be general.
even a few lines can define a nice concept easy.
then when you have the concep more or less clear, make more detailed sketches.
The above part does not take much time, if you get a bit used, like 2 units are enough to get going.
Then, based in the sketch, start modelling.
*insert modelling techniques/tools/links here*
*we can use the modeling tut dasbruce made for wings*
Once that is done.. the model.. comes the UV.
*insert what we just talked about, plus formats, plus how to make dds textures work*
*insert good tutorial on creating textures*
then the ... animation.. well.. before animating, you can try loading your unit in spring to check if you like it.. or try some basic scripting aswell.
*insert scripting tuts/links/tricks here*
*insert animation tutorials then... im really ignorant in this part.*
then.. well.. in game you can use the .cheat .give to get the unit.
But as alternative solution.. you can look as some nice tutorial on making simple mods, (yet unwritten).
*insert "quick test mod tutorial" here* (this wont use EdS yet.. its too complex installation:p.. or maybe yes..).
well ... hm.. we have everthing!
the troubleshooting must have a section like the.. set size and that.. alpha.. stuff... hm.. scale..
done!
Dont read the above, but this is the small list on unit making tut
resume:
-idea
-sketch
-more sketch
-model (tests can be done at this stage)
-texture
-Animation
-Scripting
-Setting up for hard testing
at some point goes user feedback aswell.
Any real unit maker want to add more? have own suggestions?
e: just set up a wiki page for development of this topic, please add what you think its important.
e: a basic unit idea is needed, basic i say!
e2: well just added the not important part, now comes the real work, the one you can do
the unit design process goes as follows.
Make a croquis, (sketch) of the unit.
Make lots more if you want a polished one. fix details.
dont be too complex in sketches, just round the idea, be general.
even a few lines can define a nice concept easy.
then when you have the concep more or less clear, make more detailed sketches.
The above part does not take much time, if you get a bit used, like 2 units are enough to get going.
Then, based in the sketch, start modelling.
*insert modelling techniques/tools/links here*
*we can use the modeling tut dasbruce made for wings*
Once that is done.. the model.. comes the UV.
*insert what we just talked about, plus formats, plus how to make dds textures work*
*insert good tutorial on creating textures*
then the ... animation.. well.. before animating, you can try loading your unit in spring to check if you like it.. or try some basic scripting aswell.
*insert scripting tuts/links/tricks here*
*insert animation tutorials then... im really ignorant in this part.*
then.. well.. in game you can use the .cheat .give to get the unit.
But as alternative solution.. you can look as some nice tutorial on making simple mods, (yet unwritten).
*insert "quick test mod tutorial" here* (this wont use EdS yet.. its too complex installation:p.. or maybe yes..).
well ... hm.. we have everthing!
the troubleshooting must have a section like the.. set size and that.. alpha.. stuff... hm.. scale..
done!
Dont read the above, but this is the small list on unit making tut
resume:
-idea
-sketch
-more sketch
-model (tests can be done at this stage)
-texture
-Animation
-Scripting
-Setting up for hard testing
at some point goes user feedback aswell.
Any real unit maker want to add more? have own suggestions?
e: just set up a wiki page for development of this topic, please add what you think its important.
e: a basic unit idea is needed, basic i say!
e2: well just added the not important part, now comes the real work, the one you can do

- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
lets out a blood curdling scream as his head explodes while trying to set up a modle for UV mapping.
(well not that bad, but I do have a terrible head ach from upspring being difficult)
edit: as a note I have made about 10-20 modles or so, and never used a sketch. They have turned out fine or quite good in my opinion btw. Just stuck on the cursed skinning.
(well not that bad, but I do have a terrible head ach from upspring being difficult)
edit: as a note I have made about 10-20 modles or so, and never used a sketch. They have turned out fine or quite good in my opinion btw. Just stuck on the cursed skinning.
Last edited by MrSpontaneous on 11 Apr 2006, 07:44, edited 1 time in total.
To UVmap properly in Wings:
1) Select all the object
2) Right click -> Combine
3) UVmap the now single object
4) Save this file as unitname-UV.wings for later use, if neccesary
5) Select the single object
6) Right click -> Seperate
7) Select an object
File -> Export Selected... -> .obj format (Wavefront?)
9) Repeat steps 7 and 8 for each object
10) Load the seperate pieces into Upspring, and load in the UVmap.
1) Select all the object
2) Right click -> Combine
3) UVmap the now single object
4) Save this file as unitname-UV.wings for later use, if neccesary
5) Select the single object
6) Right click -> Seperate
7) Select an object

9) Repeat steps 7 and 8 for each object
10) Load the seperate pieces into Upspring, and load in the UVmap.
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
thank you, so thats what those commands are for. . .yay I can muck around in upspring less. oh think my head ach is disipating. . . making a mod takes way too much effort when you have just yourself 
edit: although wings has alot of wierd bugs in it, like deleting your file every time you UV map the file or edit the UV file, so you have to remeber to save as :S.
Ya I am rambling at this point but my mind needs rest. . .and there is little to be found

edit: although wings has alot of wierd bugs in it, like deleting your file every time you UV map the file or edit the UV file, so you have to remeber to save as :S.
Ya I am rambling at this point but my mind needs rest. . .and there is little to be found

- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
aigh, that page i was a bit out of the first ideas so i made another one more basic and direct trying to issue the most frequent issues, take a look and help if you can.
Dont forget there is maestros guide on using upspring, so dont add much redundant information and keep it simple.
The other design page will get made in more time maybe, was not bad idea, but need quite some work. Your additions are nice, Thanks for adding stuff there. Although i want to make it more "unit driven", so, before going into modeling deeps, we need a the basic idea to develop around. If we start too general.. we can talk about it for hours :D
e:Once reading what you put there, its quite ok.
What i want to accomplish is basically what you said, but in a more explicative way.
Thats the example unit for, to make screens and not type that much :)
I have one concept we can develop on, but we may consider several others aswell, deppending on what is more simple and informative.
I was toying on making a "Ligth anti-air" tank. that could be the concept.. tanks are easier to model/script.. so we shoud construct over that idea...
Any other suggestions?
And sorry for the thread hijacking
.
Dont forget there is maestros guide on using upspring, so dont add much redundant information and keep it simple.
The other design page will get made in more time maybe, was not bad idea, but need quite some work. Your additions are nice, Thanks for adding stuff there. Although i want to make it more "unit driven", so, before going into modeling deeps, we need a the basic idea to develop around. If we start too general.. we can talk about it for hours :D
e:Once reading what you put there, its quite ok.
What i want to accomplish is basically what you said, but in a more explicative way.
Thats the example unit for, to make screens and not type that much :)
I have one concept we can develop on, but we may consider several others aswell, deppending on what is more simple and informative.
I was toying on making a "Ligth anti-air" tank. that could be the concept.. tanks are easier to model/script.. so we shoud construct over that idea...
Any other suggestions?
And sorry for the thread hijacking

- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
well I am pretty much done with the thread any way
. I made a unit for my mode, UVed and all, stole argh's script for his auto factor though. Its is a factory that produces 300 energy and must be build on a geo (its for one of the sides in the mod I am creating).
For scripting I think it would be best to go over several differnt types on units. One for factories, one for fighting units, one for air craft etc. putting examples of each sanario we can think of. For instance, multiple guns in the same group (linked up) as well as several differnt ones.
all the nessiceary info needed to make a unit (factory or otherwise) that can build other units etc.
perhaps a secation for general information that all units need (i.e. smoke unit, create unit etc.) and then several for more specific ones (about weapons, nano stuffs and the like)
well this post is kind of thinking out loud but there it is.

For scripting I think it would be best to go over several differnt types on units. One for factories, one for fighting units, one for air craft etc. putting examples of each sanario we can think of. For instance, multiple guns in the same group (linked up) as well as several differnt ones.
all the nessiceary info needed to make a unit (factory or otherwise) that can build other units etc.
perhaps a secation for general information that all units need (i.e. smoke unit, create unit etc.) and then several for more specific ones (about weapons, nano stuffs and the like)
well this post is kind of thinking out loud but there it is.
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
Ok ive made basic sketches and updated.
If someone (mrSpontaneous?) desires to collaborate modelling that in WINGS, or 3D Studio, gmax or your modelling tool of choice it would be inmense contribution.
I will give it a try on other 3d tool.
Comments on the "easy and informative" part of the design are very welcome.
Also accept new ideas, or changes to current.
e: cant embed images just yet, it screws all.
If someone (mrSpontaneous?) desires to collaborate modelling that in WINGS, or 3D Studio, gmax or your modelling tool of choice it would be inmense contribution.
I will give it a try on other 3d tool.
Comments on the "easy and informative" part of the design are very welcome.
Also accept new ideas, or changes to current.
e: cant embed images just yet, it screws all.
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
Added one assembled view of the "chosen" sketch.
Maybe the others are more messy bc you cant tell which one i took as the final result..
Will try to add more descriptive text.
Its ok to brake the sketch when modeling, nothing sketched is unchangeable.
Tell me if this is not clear yet, i must make it clear bc its intended for a basic user.
(sorry for the ilumination, i dont have sunlight atm, and using flash looks bad.).
Maybe the others are more messy bc you cant tell which one i took as the final result..
Will try to add more descriptive text.
Its ok to brake the sketch when modeling, nothing sketched is unchangeable.
Tell me if this is not clear yet, i must make it clear bc its intended for a basic user.
(sorry for the ilumination, i dont have sunlight atm, and using flash looks bad.).
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
the rack in the last sketches is supposed to be filled with missiles.
there a sketch of a missile aswell on some of the pictures.
ah, hm.. good question.. i think it should be hollow, and thus be uv mapped awell.
or is that unnecessary detail? what you think?
Unit in ta (like dominator) dont have such holes...
but its not ta..
there a sketch of a missile aswell on some of the pictures.
ah, hm.. good question.. i think it should be hollow, and thus be uv mapped awell.
or is that unnecessary detail? what you think?
Unit in ta (like dominator) dont have such holes...
but its not ta..
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
great. how it looks? hehe
Im not sure if you realized one thing.
Its both making the model, and add some screenshots of the creation process.
If you can coment a bit on the tools used..
agh, i hope its not late for that.
If you dont feel like adding that, dont care i can try my hand at that aswell..
e: Actually, the modeling part, is another separated wiki document, and you get only the links to modeling from that main page.
Its the same for the UV map part and maybe making the textures, as you can use Photoshop, paint shop pro, and of course, the gimp.
Im done with the tracks in blender :D
But i have yet to describe the creation process, ive taken some screenshots anyhow...
Once i saw a pretty cool tutorial, embedden in a flash file.. its was very light weight and incredible clear.. wonder how is that done.
here is where i am.
oh, it would be cool to have the missile aswell. but im not sure how to add that to the model. for example dominators dont have the missile in the same ... or they do?.. well but ravens dont..
ah! i know..
the missile IS in the model, but get "hidden" at fire time :)
e: didnt see this
e: hm, to upload the file.. will pm you my mail.
Im not sure if you realized one thing.
Its both making the model, and add some screenshots of the creation process.
If you can coment a bit on the tools used..
agh, i hope its not late for that.
If you dont feel like adding that, dont care i can try my hand at that aswell..
e: Actually, the modeling part, is another separated wiki document, and you get only the links to modeling from that main page.
Its the same for the UV map part and maybe making the textures, as you can use Photoshop, paint shop pro, and of course, the gimp.
Im done with the tracks in blender :D
But i have yet to describe the creation process, ive taken some screenshots anyhow...
Once i saw a pretty cool tutorial, embedden in a flash file.. its was very light weight and incredible clear.. wonder how is that done.
here is where i am.
oh, it would be cool to have the missile aswell. but im not sure how to add that to the model. for example dominators dont have the missile in the same ... or they do?.. well but ravens dont..
ah! i know..
the missile IS in the model, but get "hidden" at fire time :)
e: didnt see this
thanks again!MrSpontaneous wrote:(have to make the missles disapear when it fires)
e: hm, to upload the file.. will pm you my mail.
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39