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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

A Texture question...

TakAhLah's picture
Submitted by TakAhLah on Mon, 2007-05-21 04:46. SE:V MODs

I've done several ship sets...but I've just found something that is bugging me...so I'll need some help sorting it out.

In the file...say: Amonkrie_Ships_XFileClasses
There is the following line that I have been using to force SEV to texture my models

Name := Amonkrie Frigate
XFile := amonkrie_frigate.X
Override Texture Filename := amonkrie_frigate.bmp

Now I've seen that in the other shipsets I've downloaded the people who made them have not done that...they have the line in blank...How?

I'd like to know how they've done it...I've been looking around but I don't know...I use the following to make models...Anim8or, UVmapper & lithunwrap...I also have 3d wings and blender(though I've not used them)...

Thxs in advance

Tak

‹ Balance Mod Updates Orion's Arm Mod ›
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TakAhLah's picture
Mod Designer

Re: A Texture question...

Submitted by TakAhLah on Mon, 2007-05-21 04:46.

Forgive me Fyron

*BUMP*

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TakAhLah's picture
Mod Designer

Re: A Texture question...

Submitted by TakAhLah on Tue, 2007-05-22 10:51.

This is a PM that was send to me by isopsyco...Thxs for helping me out!!...explaining how to do what I wanted to do...I'll post it here incase anyone else was wondering...how its done:

TakAhLah,
Well, you have all the right programs to do it the way I do it:

I take the completed model (with UV coordinate map already corrected and with the texture you want to set to the model) and import into Ani8Tor (3ds format is preferred but object is workable). Inside Ani8Tor go into material editor (the four black circle icon, 7th one over from the left), click New, click the diffuse '-' sign, click load texture, pick the texture bitmap where your UV coordinates will match up to and click ok for the texture you want and ok again to close the material window. Now click apply on the material you just loaded (your model should appear with the paint texture you want).
Now go to export option and save as a 3ds format. Take that 3ds file format model and import it into LithUnwrap, you should see you UV coordinate map over your bitmap paint, click preview and see if you need to adjust and UV polys around.
Now the important part, click file, save as, pick the .X format, uncheck binary and change it to TEXT and make sure you have NO compression (uncheck it).

This should give you a .X file formated model that relies on your bitmap file where your texture comes from, they are now a set pair that must be together in the same directory. You can verify this by openiny up the .x model file with Notepad and doing a search for the bitmap texture file, it should be near the end of the .x file (you can also change the name if you want to quickly change texture type).

Hope this helps out.

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Isopsyco's picture
Mod Designer

Re: A Texture question...

Submitted by Isopsyco on Wed, 2007-09-19 20:32.

I recently found a new and improved method to texture ships, and you can use multiple texture.bmp files!!

You have to get the free program LithUnWrap (it use to be freeware out there somewhere, if its not just PM me and I'll email you a copy, its small and easy to transport).

Inside LithUnwrap you select by group (any set of poly groups you want) and associate it with a material. In the material editor you load your bitmap that will only associate with that set of poly groups! Do this for each section, part or area of your model you want. There is some limitations to the freeware version, mainly the poly count/vertex numbers have to be under a certain limit (far above SEV requirements) and you can only have up to 256 material types associated with any model (yes I've tried more).

Any questions using LithUnwrap feal free to PM me. I'm mainly a 3ds Max guy but I use Lithunwrap to texture because it does a easier (better?) job than the multi-thousand dollar program.

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