UV mapping file composition
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- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
UV mapping file composition
I have been looking at other mods trying to figure out why my unit has no texuture, and it seams each unit has two texture files, they a slitly differnt.
Any case, It is not clearly stated what each files needs in it, nor is it clear what needs to be done with the alpha channel in order to make things work.
I think the naming convention of the files is simply the objects name and spring will find it, but I would be greatful if some one would go over that as well, esppecialy considering it appears you need two files to UV map.
Much Thanks
Any case, It is not clearly stated what each files needs in it, nor is it clear what needs to be done with the alpha channel in order to make things work.
I think the naming convention of the files is simply the objects name and spring will find it, but I would be greatful if some one would go over that as well, esppecialy considering it appears you need two files to UV map.
Much Thanks
An s3o model uses up to two textures. The first hold the main texture, and the alpha layers is used for the team color.
The second textures is partiatly used. The red channel is for light reflection and the green channel for enviorment reflection.
The second texture isn't needed, but bring in the extra features.
More info about s3o units can be found in the tutorial brought along with the upspring editor: http://www.fileuniverse.com/?p=showitem&ID=2317
and some info regarding textures: http://taspring.clan-sy.com/phpbb/viewt ... sc&start=0
Also, the texture's name is stored inside the s3o file. In both upspring or the s3o-plugin for 3dsm you can set the textures. Once inside the mod files, all textures are to be placed inside the "unittextures" directory (note: not in the "tatex" subdirectory)
The 3do model goes diffrently. I cannot really tell you how it preciesly goes, but the Wiki gives a lot of information about that. Note that 3do has less features and doesn't support UV mapping. (That's why s3o was created): http://taspring.clan-sy.com/wiki/Create_units
hope this helps
The second textures is partiatly used. The red channel is for light reflection and the green channel for enviorment reflection.
The second texture isn't needed, but bring in the extra features.
More info about s3o units can be found in the tutorial brought along with the upspring editor: http://www.fileuniverse.com/?p=showitem&ID=2317
and some info regarding textures: http://taspring.clan-sy.com/phpbb/viewt ... sc&start=0
Also, the texture's name is stored inside the s3o file. In both upspring or the s3o-plugin for 3dsm you can set the textures. Once inside the mod files, all textures are to be placed inside the "unittextures" directory (note: not in the "tatex" subdirectory)
The 3do model goes diffrently. I cannot really tell you how it preciesly goes, but the Wiki gives a lot of information about that. Note that 3do has less features and doesn't support UV mapping. (That's why s3o was created): http://taspring.clan-sy.com/wiki/Create_units
hope this helps

- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
I found that it seams to be the opposite (at least in gimp) back is team color and white is no team color (shrug) I checked other mods' skins and it held true with gimp.
in any case I still can not get my unit to have a texture, I linked it in UPSpring and put it in the unittextures folder, but when I build my unit it is still only so much empty space, with a health bar
any ideas as to the problem?
thanks
in any case I still can not get my unit to have a texture, I linked it in UPSpring and put it in the unittextures folder, but when I build my unit it is still only so much empty space, with a health bar

any ideas as to the problem?
thanks
Last edited by MrSpontaneous on 11 Apr 2006, 03:44, edited 1 time in total.
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
an animation like a gif?
im affraid its not possible at the moment...
lolz, but you can make a hack... like argh did for the tracks..
place some "faces" in layers, just few little bit one ontop of each other (maybe that is not needed).
uv map the "faces".. with the animation "frames".. ( i suggest frame01, frame02->frame30).
then in the script, (you dont get to that part yet :D) you must hide and show each "face" creating the ilusion of "movement"... well that is really theory.. but its like movies, work :)
so the answer is no, you cant.
and yes, you need another account for the wiki, you can use old user pazz
im affraid its not possible at the moment...
lolz, but you can make a hack... like argh did for the tracks..
place some "faces" in layers, just few little bit one ontop of each other (maybe that is not needed).
uv map the "faces".. with the animation "frames".. ( i suggest frame01, frame02->frame30).
then in the script, (you dont get to that part yet :D) you must hide and show each "face" creating the ilusion of "movement"... well that is really theory.. but its like movies, work :)
so the answer is no, you cant.
and yes, you need another account for the wiki, you can use old user pazz

- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
when you firgure it all out, update this http://taspring.clan-sy.com/wiki/Simple_Mod_Tutorial
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- Posts: 47
- Joined: 26 Jun 2005, 05:02
pathfinder, s3o units in spring, use only one uvmap.
so, you can do the same, but scaling up the uv's of the parts you want to have more detail on. aka asign more texture space for that part of the uv.
MrS:
You can use the "export model for uv map" in upspring function, then you go and uv map that .obj file in the uv map util of your choice and save it.
then re import the uv by using hm.. "import uvmap from file?".
it works..
dont forget to "flip" the uv once imported.
so, you can do the same, but scaling up the uv's of the parts you want to have more detail on. aka asign more texture space for that part of the uv.
MrS:
You can use the "export model for uv map" in upspring function, then you go and uv map that .obj file in the uv map util of your choice and save it.
then re import the uv by using hm.. "import uvmap from file?".
it works..
dont forget to "flip" the uv once imported.