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UV mapping file composition
Posted: 10 Apr 2006, 22:04
by MrSpontaneous
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
Posted: 10 Apr 2006, 22:49
by Zenka
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

Posted: 10 Apr 2006, 23:10
by MrSpontaneous
thanks
I know the alpha layer is used for team color but I don't understand what your put in it exactly (i.e. make section x color for team color and the rest y color for texture color) I have read the tutorial but is a bit unclear about the alpha channel
thanks alot
Posted: 11 Apr 2006, 00:16
by SinbadEV
alpha is a greyscale... black = no team color, white = all team colour... because Photoshop is dumb stick to 1% balck or 99% black... anything in between is "blended"... like transparency in the team colour maped over the main texture...
Posted: 11 Apr 2006, 00:21
by MrSpontaneous
well I am using gimp not photo shop

thanks alot for the information
Posted: 11 Apr 2006, 00:57
by MrSpontaneous
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
Posted: 11 Apr 2006, 02:01
by mongus
look for diggz thread on his unit, here in art forum, next to the end of it.
e:found it, thanks diggz dont post much in this forum :)
linky!
Posted: 11 Apr 2006, 02:18
by MrSpontaneous
thanks dang thing works now

Posted: 11 Apr 2006, 02:19
by mongus
np if you feel helpfull you can wiki that somewhere :D
i mean the hole process you did rigth now.
Posted: 11 Apr 2006, 03:52
by MrSpontaneous
Actualy I was thinking about that, its been a bit of a scavenger hunt figuring out how to make a unit for spring.
But I have one more question, how do you create and animation with textures using UV mapping, or is it not possible.
thanks
P.S. do I need another account to edit the wiki?
Posted: 11 Apr 2006, 04:16
by mongus
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

Posted: 11 Apr 2006, 04:20
by Argh
I'm taking all this down. Spring's community has proven that it does not deserve my help.
Posted: 11 Apr 2006, 04:33
by MrSpontaneous
thanks every one, well back to the long prosses of modling. . .
Posted: 11 Apr 2006, 04:48
by MrSpontaneous
and. . .of course I have another question.
I have a complex unit that seams to require several UV maps, but upspring only allows one UV map per unit.
Do I have to try to get all the pieces in one map or is there some trick to this?
Thanks
Posted: 11 Apr 2006, 05:24
by Argh
I'm taking all this down. Spring's community has proven that it does not deserve my help.
Posted: 11 Apr 2006, 05:35
by MrSpontaneous
thanks, guess I have to figure it out on wings then :S, oh well, time to read manuals and bang my head against the wall

Posted: 11 Apr 2006, 05:55
by SinbadEV
Posted: 11 Apr 2006, 06:08
by mongus
lolz, lots of work for you mrspontaneous :D
you better get the unit going then we can join ideas and edit the wiki as suggested then.
Posted: 11 Apr 2006, 06:10
by Pathfinder
Well one method that helps when UV mapping is to have the UVs different sizes. If you want something to have more detail you make the UVs bigger so that you can add detail to them. If it is something like an antennae you could make the UVs for that very small.
Posted: 11 Apr 2006, 06:16
by mongus
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.