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3 Dimensional Chat / If I had a cube...

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400 pound
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Posted: 8th Jan 2010 22:31
Right here goes.

I make a 3D box in DB Pro out of 6 linbs, all plains. I texture each limb with a different texture and save object as a DBO file. I transfer it into FPS Creator and promptly lose my textures unless I port them in in individual files.

Question: How do I make one of these great UV texture files where all of the textures are nicely spread out on one texture file so I don't need all of the extra files.

Bonus question. How can I make the sides of the cube transparent in FPSC (hopefully) using same principle.

RUCCUS
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Posted: 8th Jan 2010 23:31 Edited at: 8th Jan 2010 23:32
You need to use a modeling package that supports UV Mapping. Various ones are Wings 3D, Blender, 3DS Max, basically any decent modeling package will support it. There are also UV-Mapping specific programs out there. There used to be a program called Lithunwrap that was primarily focused on UV Mapping, until the company began selling the product under a different name - Ultimate Unwrap - and removed the download, however there are links spread around the net for downloads of the old Lithunwrap, it just takes some searching.

I think initially your best bet would be something like Wings 3D. If you're lucky enough to get your hands on 3DS Max, it has one of - if not the - best UV Mappers around.

Once you have a program that can UV Map objects, you need to import your 3D model into the program, and begin UV Mapping it. This process can be extremely complex, or fairly simple, all depending on what kind of map you want, how detailed your model is, and how much you care about maintaining a good UV Map.

Go through youtube and search for UV Mapping tutorials, there's tonnes on there, along with a Pelt Mapping tutorial for 3DS Max that tought be the best UV mapping techniques I've ever seen.


You're issue is a little different, because you're using a cube made up of plains inside a .DBO file. Most modeling packages cant even import .DBO's as they're TGC-Specific model formats. .3ds is one of the standard model formats, along with .x.

If youre just after a cube, any modeling package can create cubes easily. Download Wings 3D, Right Click and Select Cube, and there you have it, a cube. You'll then need to continue UV Mapping from there, and export the model as a .x file that FPSC / DBP can then load in.
Van B
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Posted: 8th Jan 2010 23:53
You should be able to set a transparency flag, then using a .PNG texture, alpha transparency should give you full control.

Might be worth just hoping someone makes you a cube... I'd make one for you, but I forget if FPSC wants it centred, or at it's base. I'll see what I can figure out.


Health, Ammo, and bacon and eggs!
Van B
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Posted: 9th Jan 2010 00:19
Give this a whirl - you should be able to orientate it and stuff with a FPSC script, I'm not too sharp on the FPSC scripts so couldn't test it.


Health, Ammo, and bacon and eggs!

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400 pound
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Posted: 9th Jan 2010 00:54
Thanks for the quick replies people. Don't worry about the cube, I know how to make one. A box or cube just seemed like a simple model for someone to explain. (Six equal sides you see)

I had a look at at a couple of texturing packages on net but all of this seems very complicated for what I need.

Here's a challenge for somebody out there. How could I do this.

Say I built a simple house model in DB Pro. I start off with a box and cover it with a brick image and adjust the UV scales, I then add a pyramid shaped limb, texture it with tiles to make the roof and again scale the UV. I then add a smaller box for a chimney and so on. I save the object as a DBO file or convert it to a mesh and save it as a .x file then (this is the important bit) how can I create a TGA or DDS or PNG or whatever type of file I need to store my images so I can map them back onto the correct limbs of the house with the correct UV scales?



David Gervais
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Posted: 9th Jan 2010 01:25
toot toot, tooting my own thread, cubes, houses, etc all kinds of goodies found here... (and causing a bit of necromancy at the same time LOL)

http://forum.thegamecreators.com/?m=forum_view&b=3&t=85258&p=0

Cheers!

gbark
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Posted: 9th Jan 2010 02:32 Edited at: 9th Jan 2010 02:33
Quote: "Say I built a simple house model in DB Pro. I start off with a box and cover it with a brick image and adjust the UV scales, I then add a pyramid shaped limb, texture it with tiles to make the roof and again scale the UV. I then add a smaller box for a chimney and so on. I save the object as a DBO file or convert it to a mesh and save it as a .x file then (this is the important bit) how can I create a TGA or DDS or PNG or whatever type of file I need to store my images so I can map them back onto the correct limbs of the house with the correct UV scales?"


You probably could do this, but you'd have to manually adjust the UV maps yourself if you want to make your entire building take it's texture all from one image (as opposed to multiple images for every primitive). I'm really not sure as to how you'd go about fixing the UV texture -- I'd wager a guess you'd have to use memblocks if you want to do it in the code. All in all though, I'd say that would be much more complicated than simply making your own model in a modeling program and then UV mapping it there.

Is there any particular reason you want to generate your models with DBPro? Really you'd have a much easier time with a modeling program, as you can see what you're doing as opposed to trial-and-error generating objects with primitives from code. You'd also get much better results using such a program than you would relying on DBPro's standard set of primitives.

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