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3 Dimensional Chat / FPSC + Blender directx Model with UV Map = only one Texture possible?

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kutte128
18
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Joined: 18th Apr 2006
Location: Germany
Posted: 26th Feb 2008 11:16
hi there,

what i did:
i made a simple cube, made a nice uv-map (in blender) and exported it as a .x-file. then i ran the entitymaker and put the model in a test game.
this went just fine.

until now i can only use the file, which is stored in the .x file itself



how can i use another texture for my model?
lets say the same model but with a green texture and another one with a red one?

is it even possible with blender?

best regards,
kutte128

sorry if the spelling isn't correct,
Opus
19
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Joined: 10th Jan 2005
Location:
Posted: 26th Feb 2008 15:34
Oh, I thought the whole point of UV maps were that they became actual parts of the mesh itself, not something that could be exchanged at the drop of a bit of coding. Now I'm confused.

Obviously I've got a lot more studying to do in this area!

Eternal student in search of knowledge. But will settle for the occasional epiphany.
BenDstraw
19
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Joined: 21st Dec 2004
Location: Arizona
Posted: 26th Feb 2008 17:20
@Opus: what? a uv map is usually a texture map used so you can texture certain parts of an object according to its UV coordinates

Dreams of Art Mastery Brought Me Here

Reality Forgotten
FPSC Reloaded TGC Backer
18
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Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 26th Feb 2008 17:45
You can use the same uvmap to create several texture maps. you can swap these out on a whim. Very basic concept..


Opus
19
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Joined: 10th Jan 2005
Location:
Posted: 26th Feb 2008 21:06
Oh, weeeeel sometimes I'm a bit slow when it comes to learning basic concepts. To tell you the truth I'm a bit slow to learn intermediate and advanced concepts too!

As coincidence has it I am in fact starting a tutorial today for Blender that covers UV mapping and so I hope to be a tad bit less ignorant in that one area henceforth.

Tufts University Lesson Unit 12a
http://gryllus.net/Blender/LearningUnits11_15.html

But then I've always been a day late and a dollar short!

Eternal student in search of knowledge. But will settle for the occasional epiphany.
hessiess
17
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Joined: 30th Mar 2007
Location: pc!
Posted: 26th Feb 2008 23:41 Edited at: 26th Feb 2008 23:45
read through your .x file and remove the line pointing to the texture file. then you can apply the textures manually with code

the 3d moddaler has nothing to do with the number of textures. this would be handled completely by the game engine.

unless you mean multiple UV coordinates pur mesh. this is not supported by the x text file format or dbp

kutte128
18
Years of Service
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Joined: 18th Apr 2006
Location: Germany
Posted: 27th Feb 2008 09:55
thnaks for the answers.

my problem was: i assigned the texture to the model and exported it afterwards. without that, it works great.

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