[Solved] Planet Texturing

I used the SoaSE Max script to get the planet and UVs into XSI from 3DS Max. Copied the planet and made a new material set for the moon texture. Bingo Bango, I have binary planets.

Why the hell are my UV lines so pronounced and the cloud texture seems off now. Even with no clouds I can still really see the UV boundary lines.

Please help and I will get on some really awesome planets for the community.

9,246 views 8 replies
Reply #1 Top

Well I don't know exactly why, but a thing you might try if you haven't already done so..

Remember how models exported from max have there normals inverted, and to fix it you make a symmetrical copy. You could try this.

Also if you apply a texture projection in XZ, does the plain appear 90 degrees out? If so after you have rotated the model 90 degrees on the x axis after importing from max "freeze all transforms" , try your xz projection and it should be orientated correctly.

May help IDK. Best of luck.

 

Reply #2 Top

Ya I did try that Z. My import script automatically flips all the imports. I did notice a few plants use different UV projections. I tried from scratch creating a sphere and applying new UVs wanting it to match this one with no luck yet but I will try that again.

Reply #3 Top

Muhahaha  B)  

The dust and clouds use a second spherical UV set. I had the second set as a copy of the first and used for tangents which I thought IC just left out of some planets. Once I deleted that one and added a spherical UV it's perfect. I do need to tweek the bounding box a little. Adding the second planet makes the box fit both planets and does not allow structures inside it. Now the moon orbits directly over the structures in the image.

Anyone wants the files before I release my mod just let me know.

Reply #4 Top

I demand a fire and ice binary planet with many clouds between them =O

 

Reply #5 Top

Cant do clouds between and that makes no sense. 

 

Reply #6 Top

Cool, awesome work there myfist0, glad you worked it out.

Are you making a "Sins Plus" type of mod or making different planet sets for the community to use?

Next week hopefully I will release a Beta of AHA extended, just got to do some buttons and optimizing to do. It would make a great addition to it if I could add some planets for the full version also. But if your making a Sins plus type mod the 2 may well work together anyhow.

Reply #7 Top

My mod will use sins plus and a lot more changes that are on the drawing table still. Not just a planet mod. I can upload some mesh files or XSI scenes.

I have sins plus and celestial bodys and can mix and match any planets. If you have the textures already I can either make new meshes or change existing ones. The meshes are a small add-on compared to what they will bring, its all the Sins Plus textures that are a big load. I was starting with Sins base planets first so any modder can add the mesh and change the GalaxyScenarioDef.

I think I might mess with the bounding box more. I think I can get the selectable terran to orbit the gas giant. As of now the selectable planet has to be the center.

Reply #8 Top

well if not clouds it'd be nice to have traffic going to and from them(then again  that might look a little funny with the planet elevators) but man that looks so nice. and if you manage to get the longistics and such to increase depending on what type of planet orbits the other that would be amazing :O and somewhat realistic(I mean if people can live on it they can live on it right? ;O)  maybe something like a tec to increase them like(Binary Colonies increases Population by XX%) or somethin like that. Sorry with the binary planet thing solved I'm all giddy with ideas and stuff lol, even something like another planetary upgrade, like what DS has with the planetary weapon array thing but something built in, diff planet types gaining a different type like number of targets/weapon type/rate of fire, but keep them relatively weak all around