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DarkBASIC Professional Discussion / Texture Limbs Only Textures One Limb

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The Viking
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Posted: 18th May 2010 04:53 Edited at: 18th May 2010 05:25
Ok, I'm back... with another annoying question. I have this model, which I use to load each part of the body as a separate limb, until now, where I found this texture limb thing. I thought it would be nice to cut down on the number of objects by loading 1 for the torso, 1 for the head. Anyways, the problem is when I try to use the texture limb command, only 1 of the limbs will become textured. Another limb will show textured if the other is not textured. Is there a reason for this?

If you want the model/texture, I can send it... I know the torso section and legs where almost finished with the UV mapping. And those two only show up as one or the other, not both limbs textured.

EDIT: well, apparently it doesn't want to texture it with anything else but the original texture not the one i specify

www.myspace.com/norseblod
Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 18th May 2010 13:14
Quote: "If you want the model/texture, I can send it"


That would be helpful - then I might be able to help you.
Van B
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Posted: 18th May 2010 13:33
Might be worth untexturing the object before texturing it manually - TEXTURE OBJECT Obj,0

But remember that if you use bone animated models you can't texture the limbs, only the whole model - because a bone could be assigned to several vertexes, which can also be shared in their assignment.

Maybe best to make a little example with code and media, then we can see what is going wrong, maybe.


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The Viking
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Posted: 19th May 2010 03:43
Hmmm, DAMN... So what you're saying Van, is that if I added bones to the model in Gamespace, I won't be able to texture each limb?

Ok, well, in which case: How would I be able to lower the number of objects, and yet be able to texture each "part" individually? I'm assuming the answer is: load each object then make a mesh out of them, then attach limb to object then texture them? Just a wild guess from what I've read on the forums. Though, I'm not sure.

@GG: Well, here is the model, and the textures. The model is just tentative as I'm just seeing if this works before I go into any deeper detail, and polish off the ends.

The code isn't anything special, just:


The texture limb commands were just to see if it would texture those parts. The first one will texture the torso, but nothing else.

www.myspace.com/norseblod
Van B
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Posted: 19th May 2010 10:18
For a complex character system, I'd probably opt for 3 part characters - Lower half, from the belt down as 1 model, torso with neck, arms, chest as another model, then the head as another model.

That way there's decent possibilities for texturing, and you can use bone animation on them. This is especially useful if you want to animate faces.

For texturing, I would have 'live' textures, for the torso I'd have naked flesh in one part and a shirt, or whatever on the other part, but I'd paste bits here and there, change the colour of shirts, skin tone, etc. I would paste the characters flesh over the default texture then texture the torso object with it. You could even introduce dirtying clothes, blood stains even - I like ImageKit, it allows the pasting of images onto other images very neatly, so is ideal for this sort of thing.


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Green Gandalf
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Posted: 19th May 2010 14:32
The Viking

Thanks for the example. I see what you mean. It's as Van B says - DBPro doesn't seem to provide decent support to meshes with multiple materials. Your model is a single mesh with three materials and although DBPro displays them correctly it doesn't allow you to change those materials via the standard texturing commands.

One solution to your problem would be to use a single texture with different parts of the image corresponding to different parts of your object. Then you should be able to change the image easily in the usual way. Sounds awkward though - unless the software you're using supports that option.

But ideally we need DBPro to allow us to change individual "Materials" applied to an object.
The Viking
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Posted: 19th May 2010 16:14
@Van... yes, I actually am using ImageKit, mainly because I needed the textures to work with a shader, and now they do. My textures are blended with adjustable skin color and age (for the face only). I have used the blend mapping in DBPro, as GG would remember, though ImageKit gave the ability to save the blended texture as a single texture.

I actually use to have this model split into 4 sections, the head, legs, arms and torso. Though my issue comes when I have NPC's. I plan to save the NPC's in this model manipulator, and then load them into the actual game. I thought that it would be much more pc friendly to load them into the game as a single object as opposed to 4 separate objects (even though that is the easiest route for me). Less objects to keep track of, the faster it'll run i'm sure.

@GG: Yes, I was considering having one single texture for the model, and assign different parts to it, though that would mean UV mapping the whole model again, which seems to be a pain when the faces are rotated for some reason. I was hoping this would work so I wouldn't have to do that.

Ultimately, my goal is to keep everything as low and quick as possible with this, because the game I'm currently working on has a very large free roaming map.

www.myspace.com/norseblod
The Viking
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Posted: 21st May 2010 21:09
I guess the only two options is to either make one solid model, or make multiple sections for the one model?

www.myspace.com/norseblod

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