| 10-23-2002, 10:44 PM | #1 |
is there any way of importing good UV maps yet? I have completely custom models ingame but the UV maps always get screwed up. I try converting them from 3ds and obj but the uv maps dont convert to MDX correctly. If anyone can tell me which part of the MDL files is the UV map it may help me. this is what i am talking about: |
| 10-24-2002, 02:57 AM | #2 |
UV maps are in "single" format (from 0 to 1). The section is "UVBS" inside the geoset of the MDX and it is "TVertices" on the MDL. |
| 10-24-2002, 04:11 AM | #3 |
huh. i see. but i have no idea what to do about it. has anyone ever made a custom model with a good uv map? |
| 10-24-2002, 05:42 AM | #4 |
My script does a good job. Requires 3ds max 4.2+ that's all. If you don't have it then you can email it to me or post it here and I'll convert it for you. One important point. You're only allowed one texture co-ord per vertice, which means that if a face runs on to another in the mesh it must do so on the uv map as well. |
| 10-24-2002, 12:15 PM | #5 |
Kdub: I used DaishiOfDeath's converter and used it to export my models into .mdx This works great but the texture seems misplaced, as your example clearly shows. You need to FLIP it upside down, then it should work. At least that was what was wrong with mine. Good luck PS. How do you make teamcolors? =P |
| 10-24-2002, 02:52 PM | #6 |
Thanks for the tip on flipping the texture. Worked like a charm. I lost 2 faces somewhere though. Ill try KMK's converter and see if it fixes the problem, but max hasnt been running so well lately on my computer. here is how you do team colors. First, put transparency where you want team color to show on the .blp. The model has to have 2 seperate meshes. This can be as simple as the same mesh twice just one a fraction of a degree smaller. The smaller one will be the team color. It is probably smart to delete the parts that wont show on the teamcolor mesh to keep the polycount down. Get this in .MDL format and make a second texture and a second material. You should have 2 geosets. This is what the material should look like Textures 2 { Bitmap { Image "guardian.blp", } Bitmap { Image "", ReplaceableId 1, } } Materials 2 { Material { Layer { FilterMode Blend, static TextureID 0, } } Material { Layer { FilterMode Transparent, static TextureID 1, } } } then you have to assign the teamcolor geoset to be material 2. You do this right after the geoset. find the part that looks like this and change the material id from 0 to 1 and that geoset will use the second material. MaximumExtent { 0, 0, 1000 }, BoundsRadius 2000, MaterialID 1, SelectionGroup 0, i think there may be an easier way to do this using layers. I am looking into it. |
| 10-24-2002, 04:40 PM | #7 |
hey this looks great! what are they? the drones from the zerg in starcraft? nice job. hopefully the animation part gets "cracked" soon cuz id like to see these creatures move :P |
| 10-24-2002, 05:01 PM | #8 |
they are guardians from starcraft and they require no animation, so they can move. Its for a total conversion though so I cant release it. |
| 10-25-2002, 07:33 AM | #9 |
kdub: Many thanks to you! :) By the way.. if you lost some faces, that's probably just a UVW map error.. are you sure everything that is painted on the texture REALLY IS coordinated and just not empty space? Or vice versa.. |
