Texture problem
I have a mesh that I am working on, the texture is complete.
Da,Cl, and Nm are all decomposed. But in-game the mesh appears as the damned team color only, it's like a giant marker.
I have a mesh that I am working on, the texture is complete.
Da,Cl, and Nm are all decomposed. But in-game the mesh appears as the damned team color only, it's like a giant marker.
Also, an error in the Dev references something in the selfillumination texture section of the Gs_Ship.fx...
Make sure your alpha channel on the CL isn't set to 100% white for the whole thing.
Lets see the top part of the mesh where the textures are connected. Willing to bet none are from borking the ConvertXSI or material setup.
What do you mean Myfist? Should I just upload the scene with the textures?
Also, I use gimp. When I go to save as dds, which one of the format options should I choose? Because I can't find a dxtn5 argb 8bp with interpolated alpha in the selection.
Also, in the chanels window, the little thumbnail that shows the individual chanels displays the alpha as all white, while in the actual image it displays as all black.
The text was good enough for what I wanted but anyone that models for Sins probably has XSI and the scene and texture are your best bet. I have no time now to look at it because SOA2 is on a push to get the new release out.
Sorry, never tried texturing with Gimp. Thoumsin should be able to help you there.
The team colour channel (Alfa) should be all black accept what you want to show as the team colour. With Photoshop I create a black square the size of the texture sheet and have a least 1 white pixel somewhere off the UV if you dont want to see it and paste the square to the alfa channel.
From http://soase.weebly.com/texturing.html
DXT5 ARGB 8 bpp | interpolated alpha
choose GENERATE MIP MAPS in the mip map generation
Gimp Users by Thoumsin
- open your .dds in Gimp
- colors > components > decompose ... rgba and decompose to layers option
- on the new pic created, remove the eyes icon before each of the color channel, you can maybe activate the chain icon in front of each color channel if you fear change these channel by mistake... be sure that only the alpha channel is selected... make your edit work...
- colors > components > recompose ... change made on the second pic alpha layer will be transfer to the first pic alpha channel...
- save
take a look at http://code.google.com/p/gimp-dds/#Screenshots ...
- for the cl and the da : bc3/dxt5, generate mipmap, use dithering, Mipmap filter Lanczos
- for the nm, copy the red channel to the alpha channel and save like a cl map... or use the dxtn format
Your nm map is only a bump map... instal the gimp normal map plug-in found at http://code.google.com/p/gimp-normalmap/ ... will help you to create the better quality blueish normal map...
need your .mesh, so i can test it ingame with you textures...
as for hardpoint, i place them on my wings3d scaled model...

The selected hardpoint is the red one and his position is the value of the reference point... for direction matrix, i have a table for the major direction left/right/front/back... i use notepad for add them to the .mesh... plan is to create in the future ( when i have a lot of time ) a wings3d plug-in able to export directly to .mesh without using xsi who hate me... if i have more free time, make a plug-in who make the reverse...
But as now, if you have problem with hardpoint, go to http://soase.weebly.com/xsi-add-ons.html ... scroll down to the "meshpoint" section.... there, you will find a very useful plug-in for xsi who create sins hardpoint with control about the game hardcoded limit...
Now that i think, a other useful plug-in for gimp at http://tml.pp.fi/gimp/pspi.html ... PSPI is a little plug-in who allow to run photoshop plug-in in gimp...
Couple of things to note here.
I deleted the material you were using and just used the default material.
You had two of the textures with invalid names for convert xsi which is why you most likely had to manually fix the material in the mesh.
The tangent didn't look right compared to what I usually have so I deleted all the tangent data you had and created one tangent linked to your second uv-map.
Your textures weren't compressed or scaled right.
After making these changes I re-exported the model to *.xsi and converted to mesh and the model showed up fine.

Okay thnx Zombies (and everyone else) I thought it was supposed to be 1028x1028, apparently I was wrong.
But why is it so dark in-game?
It's very dark in space...
Okay, so I fixed the texture sizes and the compression. I made a normal...normal map, and the model still doesn't display in-game.
So Zombies, what did you do with the tangents? Because I could never figure out what to do with those. Can you try to help me with that?
@Thoumsin: Where did you get that hardpoint plugin for wings3d?
EDIT: what did you think of the model? anything I could add to it?
128 x2= 256 x2 = 512 x2 = 1024 x2 2048 etc. Always multiples of 16
Red skybox is brighter.
Nice job.
I have not "get it", i am in the process of "creating it" and it will be part of a bigger project... if i have time...
Will be wrong to judge a model on his look... 3D models are like women... some like the large one, some like the skinny one... taste and color are personal subject... if YOU like it, it is perfect...
Well, i can always comment on the technical level but i need the .obj for make a 3D check, check your UV optimization, etc...
Hahaha, awesome example. Good luck on your project, looks very useful.
Okay, so I went back and started over with the raw obj model, mesh pointed it, got the tangent map, (though it still looks kind of weird, not sure how to fix those or adjust them) reconnected the textures, and whatnot. Now in-game, it displays a random texture, usually from a vasari ship.
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