--Texturing help--

--Texturing help--

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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aGorm
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Joined: 12 Jan 2005, 10:25

--Texturing help--

Post by aGorm »

Hi, its me, that crazy fool.

Now that the new unit format is out, with its flashy texture mapping, I was wondering if anyone actully knew how to use it? I dont have a clue what your ment to do or how it works, which is a problem seeing as you can use it for features to (which i intend to) and I cant get my stuff finshed till either I know how to do it myself, or someone that has more expriance in texturing moddels gives me a hand.

So, if you want to help in either way, please do!

aGorm
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SwiftSpear
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Post by SwiftSpear »

UV mapping texturing is very popular in the gaming industry. They've been using it in HL for ages. The NS (HL mod) forums are down, which is where I would normally go to find you a tutorial for UV mapping, but I'm sure either someone else knows where it can be found or can discribe the process themselfs... You might have some luck poking around the forums for any of the popular HL modeling sites, they should have relevent tutorials available.
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aGorm
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Post by aGorm »

Ahh, but from what i've read, its a little different in spring... Like you have to have certain programs and do funny exports and stuff... I'm intrested as to how you get the stuff into Spring as welkl as how the hell you actully do it!

aGorm
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FizWizz
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Post by FizWizz »

I would be very interested in seeing modelling/texturing tutorial(s) for the .3so format as well.
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Caydr
Omnidouche
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Post by Caydr »

Same here. Pretty models coming out my ears.... no textures...
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

You might want to try some tutorials on Ultimate Unwrap 3D. Unfortunately this program is shareware, but it's very good at what it does.

http://www.unwrap3d.com/tutorials.aspx

The UV mapping process is the same as in any other game with UV texturemaps (Basically every game with textures). When I have finished my upspring 3D editor I post some extra info on what steps you actually have to perform to get from model editor data to spring s3o model.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

I haven't had any success with texxing in UpSpring, I managed to get a few mapped s3os into Spring with the max plugin though :cry:
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Zenka
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Post by Zenka »

FLOZi wrote:I haven't had any success with texxing in UpSpring, I managed to get a few mapped s3os into Spring with the max plugin though :cry:
More then most of us. I'm still stuck in the "can't find the texture" stage.
Every object come out black (or blue if they arn't textured).
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LathanStanley
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Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

Its a tutorial from a different game... but it works all the same..

here's a linky

http://www.lancersreactor.com/t/forum/t ... ng&M=False


that should help :-)
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SwiftSpear
Classic Community Lead
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Post by SwiftSpear »

Wow... thier web adress is like 1 meg...
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

Zenka wrote:
FLOZi wrote:I haven't had any success with texxing in UpSpring, I managed to get a few mapped s3os into Spring with the max plugin though :cry:
More then most of us. I'm still stuck in the "can't find the texture" stage.
Every object come out black (or blue if they arn't textured).
Often hit that barrier myself; make sure your texture has a blank alpha layer.
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Weaver
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Joined: 07 Jul 2005, 21:15

Post by Weaver »

Blank as in no alpha saved OR saved with an alpha that gives no transparency?

I am pretty sure I've drawn things in that channel as a test.

And where does this "can't find the texture" message appear? I don't remember seeing that.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

i made a new mask, set its transparency to 100% and saved it to the alpha, seemed to work, though I can't figure out how to then edit the texture once its been saved like that. :lol:
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Weaver
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Post by Weaver »

I'll be saving a copy in a layered format for future editing. But psp will allow you to make a mask from source transparency so that is an option.
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