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Old 02-08-09, 09:40 PM   #1
jmardlin
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Default Trouble with textures

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.
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Old 02-08-09, 09:44 PM   #2
Sledgehammer427
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Black means there is no texture at all. check through your .cfg and upc files in notepad to make sure the paths are correct
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Old 02-08-09, 11:34 PM   #3
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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.
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Old 02-09-09, 12:08 AM   #4
skwasjer
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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).
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Old 02-09-09, 12:44 AM   #5
jmardlin
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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

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Old 02-10-09, 10:20 AM   #6
jmardlin
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does anyone know how to create lightmaps or give me a link to a tutorial on how to create them.
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Old 02-10-09, 10:45 AM   #7
keltos01
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here it goes :
rodan54 [TEC] Ambient Occlusion Tutorial
Quote:
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...

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Old 02-11-09, 01:28 PM   #8
jmardlin
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I have milkshape and cannot find a way to do a uv map for it.
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Old 02-11-09, 02:23 PM   #9
keltos01
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Quote:
Originally Posted by jmardlin
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...

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Old 02-11-09, 03:13 PM   #10
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its there just go to my filefront page
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Old 02-11-09, 03:34 PM   #11
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done, will see what I can muster tomorrow.

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Old 02-11-09, 03:54 PM   #12
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thank you
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Old 02-12-09, 03:18 AM   #13
keltos01
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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.

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Old 02-12-09, 11:33 AM   #14
jmardlin
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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
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Old 02-12-09, 11:43 AM   #15
keltos01
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Default occlusion map






dl link :

http://files.filefront.com/montana+o.../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

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