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Corrupt Textures
Posted: 26 Feb 2006, 19:36
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:
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?
Posted: 26 Feb 2006, 19:58
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
Posted: 26 Feb 2006, 20:45
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?
Posted: 26 Feb 2006, 21:13
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 :)
Posted: 26 Feb 2006, 21:13
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.
Posted: 26 Feb 2006, 21:20
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.)
Posted: 26 Feb 2006, 21:59
by Zenka
You have to UV when you use s3o. if you use 3do then you have to texture the old style.
Posted: 26 Feb 2006, 22:00
by SinbadEV
is there a way to do 3do texturing in upspring?
Posted: 26 Feb 2006, 22:01
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...
Posted: 28 Feb 2006, 00:20
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
Posted: 28 Feb 2006, 02:15
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
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...
Posted: 28 Feb 2006, 02:20
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
Posted: 28 Feb 2006, 02:26
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.