View Full Version : Trouble with textures
jmardlin
02-08-09, 09:40 PM
I am doing a playable Montana class and every model I import Show's up black. I have the bumpenable turned off in the render controller so that isn't it.
Sledgehammer427
02-08-09, 09:44 PM
Black means there is no texture at all. check through your .cfg and upc files in notepad to make sure the paths are correct
Webster
02-08-09, 11:34 PM
i was never good at that stuff but you have different channels (alpha channel i think) and if you dont apply them correctly it can cause washed out images and other issues such as weird colors and transparent things sometimes.
skwasjer
02-09-09, 12:08 AM
Turn of the lightmap. This generally is responsible for black renderings. Until you bake a new lightmap of course (I'm assuming you don't have one yet).
jmardlin
02-09-09, 12:44 AM
I don't know how to do either. If I put null for lightmap and normal it is very bright. If I do it for just lightmap the color becomes very flat. I do have adobe photoshop v8
jmardlin
02-10-09, 10:20 AM
does anyone know how to create lightmaps or give me a link to a tutorial on how to create them.
keltos01
02-10-09, 10:45 AM
here it goes :
rodan54 (http://www.subsim.com/radioroom/member.php?u=228424) [TEC] Ambient Occlusion Tutorial
1. This was all done in 3dsmax 9, so methods in other modeling suites may vary.
2. This is done using a completely original Mesh, so don't assume that it works in the same way for modded/kitbashed stock ships although I'd imagine it'd be pretty similar.
3. I haven't spent too much time adjusting the various parameters mentioned throughout this tutorial, so feel free to experiment.
4. Finally, I don't claim to be literate with 3dsmax in anyway shape or form, and am still slowly learning; therefore, if there are any errors, ommissions, or perhaps better methods than what is desribed here, then please do say so.
http://www.subsim.com/radioroom/showthread.php?t=136354
that's how I do it, but I also change the base colors from white to light gray and from black to dark gray, otherwise the contrast it too large -> white = shiny...
keltos
jmardlin
02-11-09, 01:28 PM
I have milkshape and cannot find a way to do a uv map for it.
keltos01
02-11-09, 02:23 PM
I have milkshape and cannot find a way to do a uv map for it.
post your model on filefront ? I have to do another uv map for miner too...
keltos
jmardlin
02-11-09, 03:13 PM
its there just go to my filefront page
keltos01
02-11-09, 03:34 PM
done, will see what I can muster tomorrow.
keltos
jmardlin
02-11-09, 03:54 PM
thank you
keltos01
02-12-09, 03:18 AM
right, so the ship is actually two objects :
the hull
the platforms
i am doing an occlusion map for both, there is already one in the folder that you sent, so making a new one is only necessary if you tinckered with the 3d model.
keltos
jmardlin
02-12-09, 11:33 AM
the one in the folder is incorrect it needs to be deleted I did get an eval version of 3dsmax 2009 so i did get a new occlusion map made but the ship appears very bright of dark i need to change the light and dark colors
keltos01
02-12-09, 11:43 AM
http://img261.imageshack.us/img261/976/occluws3.jpg (http://imageshack.us)
http://img12.imageshack.us/img12/7938/occlu2bi3.jpg (http://imageshack.us)
dl link :
http://files.filefront.com/montana+occlurar/;13270120;/fileinfo.html
I did it as I said with less black and white contrast. In this file you'll find both occlusion maps for the hull and for the platform. I started it at9 this morning and it just finished computing... on a core2duo 2.66 ghz !
so I did the wrong one ? grrrrrrr
keltos
jmardlin
02-12-09, 12:17 PM
The screenshots look good but you can't see the deck. There are two more cos and cos2 one is the top of a funnel and the other is a funnel and its top. I'm not sure how the game would treat having more than one occlusion map I did get them put on the same map creating a model with all the parts then baking the map.
keltos01
02-12-09, 04:04 PM
each object can have its own map, we do it for the guns for example.
keltos
jmardlin
02-12-09, 04:58 PM
yes but the guns are not part of the ship dat. They have are added by the game according to the equipment you have installed.
jmardlin
02-12-09, 05:05 PM
Your maps look like a uv map not a lightmap used in the game. The one I did resembles the one in my files I posted but even after I changed the colors it still is very bright in game.
miner1436
02-12-09, 06:09 PM
so I did the wrong one ? grrrrrr
That was with mine
keltos01
02-12-09, 06:16 PM
so I did the wrong one ? grrrrrr
That was with mine
:har:
well, right, next time over please just send the .obj and uv's as the dimwit that I am can't seem to extract the right file !
keltos
jmardlin
02-26-09, 02:16 AM
does anyone know how to create the occlusion map for multiple objects on the same map like in the nbb iowa
keltos01
02-26-09, 05:24 AM
nope, unless :
you add all the relevant objects on the model, even if they are separate in the .dat like the details etc.. and make sure they don't overlap each other in the uvmap, then export piece by piece and replace the original 3D meshes
export the whole ship as one object,
new all
import the whole ship.obj
render to texture etc...
you should now have an occlusion map for a bunch of objects.
I prefer to make one per object and link it in the .dat, like my new 5.5 inch IJN DG has one for the gun and one for the base.
keltos
jmardlin
02-27-09, 01:28 AM
I think i tried that and the ship ended up looking like a zebra
jmardlin
02-27-09, 01:28 AM
I think i tried that and the ship ended up looking like a zebra.
jmardlin
02-27-09, 01:28 AM
I think i tried that and the ship ended up looking like a zebra.
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