3rd Party Models/Media Chat / multitextured models ..again....

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JC LEON
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Posted: 12th Aug 2014 17:49
Since Reloaded doesnt support multitextured models as classic(sigh)
Static meshes with multiple textures are not supported as the new shader system requires diffuse, normal and specular maps which older multi-texture model files cannot specify (i.e. they only specify a diffuse map)
..in the past Lee said that he will shortly be creating a guide which shows us how to prepare your static models and create an entity for them, which can then be used in the software.

and someone know if this can be used into classic too....

I have an unfinished game I need to use multitexture but Cannot port on reloaded due Reloaded is not fully stable and scripting is very little at the moment

I'm triing in several ways to have static multitextured meshes in fps classic and I will appreciate if someone can help me to bypass this limit
even in classic

thanks

PC Specs:

Q9550@3,8GHZ - 8GB RAM - SVGA HD6870 1GB - HDD WD 1500TB
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Pirate Myke
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Location: El Dorado, California
Posted: 13th Aug 2014 13:55
UV mapping would so much solve all your problems.

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 4gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

JC LEON
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Posted: 13th Aug 2014 14:57 Edited at: 13th Aug 2014 14:57
I tried with Uv mapping and I bought ultimate unwrap 3d tool to accomplish that after unvrapping models I used have a lot of quality loss and I was not able to bypass that issue.... maybe I done something wrong....



can you elaborate more how can I do??? and with which software I'll get best resuats?



thanks..

PC Specs:

Q9550@3,8GHZ - 8GB RAM - SVGA HD6870 1GB - HDD WD 1500TB
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Pirate Myke
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Posted: 13th Aug 2014 23:11
The procedure can vary from program to program. Which program are you using again?

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 4gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

Wolf
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Posted: 13th Aug 2014 23:19
Welcome to the horrors of unwrapping.

Here is a beginners tutorial on your software if you still use ultimate unwrap.

I prefer fragmotion myself.
If you do it correctly, there will be no way that you experience any quality loss.

Unwrapping is an essential skill in 3D modeling, I detested it at first, but there is no way around it



-Wolf

"When I contradict myself, I am telling the truth"

"absurdity has become necessity"
J0linar
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Location: Vienna, AT
Posted: 14th Aug 2014 04:29 Edited at: 14th Aug 2014 05:21
The following is a explanation on how to manually join 2 uvs.



A simple way to combine 2 uvs [use your favourite app - paint/photoshop..]

is to copy paste the 2nd texture along the x-axis on a enlarged canvas. When you are done with the texture itself

[use your favourite 3d app - blender/max/maya]

you have to set it as the material for your model, you will see that the mesh uvs are stretched on the x-axis.At the end all you have to do is to scale the uvs along the x-axis -0.5 and you have just to make sure that it alligns correctly on the texture space.

Make sure to save your edited models for later export.



There is no magic and to avoid quality loss its best to scale the canvas up and not to shrink the texture!

http://j0linar.blogspot.co.at/



PC SPECS: Windows 8 Pro 64-bit, Intel I7-3630QM 4.8GHz CPU, Nvidia GTX 675M - 2048MB GPU, 16GB DDR3 RAM
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JC LEON
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Joined: 22nd Apr 2010
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Posted: 16th Aug 2014 16:06
I tried with ultimate unwrap 3d and follow the tutorial linked above several monhts ago.. I contacted the software author and sent files to him too..he tried too

but I never had solution to that...

PC Specs:

Q9550@3,8GHZ - 8GB RAM - SVGA HD6870 1GB - HDD WD 1500TB
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