3rd Party Models/Media Chat / Multi-Texture support - future possibility?

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Sparrowhawk
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Posted: 17th Nov 2013 16:02
I'm afraid I've never been much of a 3D modeller - but I think from my limited experience with some software - it is possible to export models with multiple textures (in some formats) without the UV map.



Although occasionally being capable of producing models, I have never (despite many recommendations of free software) been able to fathom how uv maps work - especially on complex shapes - e.g. a tree.



Would any of the modelers/Pro's in the forum care to enlighten me over the need for a UV map if some formats support multiple textures (I thought .x did), and if this file type is realistic (I may be hopelessly misinformed) - is there ever likely to support for it in Reloaded?





Sorry if I seem completely incompetent - I've been interested in modelling - but I can never find up-to-date useful tutorials for the UV mapping stage. Blender for example, there are some excellent tutorials, but all seem to be for versions of the software long out of date.
srealist
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Posted: 18th Nov 2013 03:01
Multi-texture support would certainly be a good thing as the vast majority of "free" models to be found are made with Google Sketchup and the vast majority of those models use multiple textures. That said, there are ways to covert models with multiple textures to single texture. Not being a modeler, I can't really comment on the pros/cons of such a process and I no longer remember whether .x models can utilize multiple textures but if my memory serves me, I *think* they do.
SpaceWurm
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Posted: 18th Nov 2013 08:19
I know that with FPSC classic that entities (models) could support multiple textures but the end user would have to remove the shader from the FPE file and also make the model dynamic. On top of that, the lighting on the entitie was pretty horrid without a shader.



Depending on the model complexity, it should be fairly straight forward to put all the UV maps on to one texture.



Landman

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Pirate Myke
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Posted: 25th Nov 2013 11:43
Time and patients and practice are the only solutions to UV mapping.

Take it one object at a time and then combine all into one texture.



Once you have the texture made into one, then open the complex object and move the current UV's to the proper spot on the combined texture.



This varies with the type of model program you use. But all have extensive tutorials on line for the procedures.



Once learned and practiced you will be able to do it in your sleep.



Start with simple objects at first for practice.

Green Gandalf
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Posted: 25th Nov 2013 14:58
Quote: "I can't really comment on the pros/cons of such a process and I no longer remember whether .x models can utilize multiple textures but if my memory serves me, I *think* they do. "




They certainly do - and I agree that FPSC(R) ought to support that properly. A minor snag I guess is that it could make the scripting awkward, i.e. what would be the simplest way of redesigning the .fpe files? Also, while multi-textured X files are displayed correctly in DBPro (the engine behind FPSCR) you can't easily change them in current versions of DBPro. That ought to be fixed at the same time.





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The Rev
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Posted: 30th Nov 2013 16:59
The old fps did multi textures I found only one program that will do it for reload first I used an fpe from reload and deleted the .dds and left it blank like the old fps put in the x file name but the x file from Ultimate Unwrap 3D did not show the textures in reload but they were there when I loaded them back in Ultimate Unwrap 3D. Then I tried the Delgine its free from www.Delgine.com and saved the x file from there and I don't know why but it worked took a couple of enities from the old fps and added them all to one x file so the models 3 different texture files one more thing be sure to have the textures in the same file as the x remember to delete any bin of dbo files can't figure why Ultimate Unwrap 3D did not work and Delgine does. Here is a screen shot hopes this helps anybody
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nomis
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Posted: 3rd Dec 2013 20:47 Edited at: 3rd Dec 2013 20:49
I think it would be great.

Why?

For example, a complex "walkable" building. If you only can use one texture. Is it much more complicated to modeling. OK there are a few tricks, but the model would requires much more polygons.

The texture is size limited. And the final Product dont look very god...



With multiple textures I can for example take a little texture for the wall-1 and another for wall-2. or soil-1, floor 2, etc.

This small texture you can repeat. (tiled textures!!!!!!!)

Ond so I could great models for FPSC Reloaded make with nice textures.



I've already tried in the Beta3: several Diffuse maps works. However, normal and specular do not work -> will only be generated from one texture, but there are more then one..

The X-File should be correct. Maybe you have to adjust only the shader?



Please support multi-texturing!



Please excuse my bad english
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The Rev
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Posted: 4th Dec 2013 00:05
it did work in beta 1002 and was happy but its not working in beta 1003

they should be put in I hope
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nomis
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Posted: 4th Dec 2013 07:46
did it work with the normal and spec maps?
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Green Gandalf
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Posted: 4th Dec 2013 12:46
Quote: "it did work in beta 1002 "




Did it? How?





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thorus22
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Posted: 5th Dec 2013 21:30
multi texture would make the grafic much better
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The Rev
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Posted: 6th Dec 2013 03:47
Quote: "Did it? How?

"




I used deld's x file exporter it did not work for me in Ultimate Unwrap3D Pro I textured it in there and saved the x file then used deled to import it and export it, deleted the texture in the fpe file that was all I did ,but in 1.003 it shows the textures in the editor but not in the test run they changed something this was 3 different x files made into one x file and textured with 3 different textures

screen shot from 1.002
Quote: "did it work with the normal and spec maps? "
did not try it with normal and spec so I don't know
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rolfy
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Posted: 7th Dec 2013 00:46
Multi texture is still working for dynamic objects.
The Rev
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Posted: 7th Dec 2013 04:21
FPSC BOTB Developer

It did work but one problem, I have to raise it up above the ground in the editor the model is set at 0,0,0 in the x files if I don't the model jitter bugs around like doing a dance then goes below the the ground. Also this was made in the old fps and saved out as a game then went to the game level files and unzipped it took out the dbo file and put it in a file in reload then put all the textures in the same file. saved a lot of time. I was going to up load the x file and textures but because it was a model pack,I don't think its allowed

When are you going to put the static one back in?

And what caused the jitter bugging ?
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rolfy
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Posted: 7th Dec 2013 04:37 Edited at: 7th Dec 2013 04:41
The jitter problem, if your model pivot isn't at the bottom of the model and 0,0,0 then the collision envelope is conflicting with the terrain when imported into Reloaded. Maybe checking the isimmobile field in the editor will prevent it moving around for you. However dynamic entity's use only box or sphere collision so you wont be able to enter it if it's a building, I wont try to view your images as they are tga, its best to upload your images as jpg



Quote: "When are you going to put the static one back in? "


I am not part of the development team, just a user same as you, in fact I was unaware they even had multi texture support for static entity's in beta 2 and hope they fix it
The Rev
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Posted: 7th Dec 2013 06:20
Thanks I don't think you can change the pivot point in ultimate 3d, I know you could in max as I had used it a long time ago like ver 4, but the model is at 0,0,0 and in fragmotion its at 0,0,0 have to check the moveable setting Reload is a long way off from being finished .I just hope they wrote in c# or c++ and not dark basic again as the first fps was not all that fast in a off the shelf machine best I was getting was 14 before I bought the video card now 60-70, time will tell I guess
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TattieBoJangle
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Posted: 11th Jan 2014 01:26
I agree i have gave up trying to import my own work due to this looks fantastic in dynamic but the second you change it to static to enter the building you lose the textures.
Reality Forgotten
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Posted: 11th Jan 2014 18:19
Why not create your model and use one texture sheet for the entire model? I have seen complete scenes that make use of a single texture sheet.

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