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FPSC Classic Models and Media / How should I texture objects?

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artfulME
15
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Joined: 21st Aug 2010
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Posted: 4th Aug 2011 20:28
I want to make some entities for my level (like boxes and what not). I'm using 3DS Max 2010 to do the job. I'm curious about how I should texture it, because I think I need one file, right? In the FPSC Entity Maker, it asks me for the texture file, and I don't what to enter, since there are several (different pictures for different sides).

Also, what is the correct scale method? Like 1 segment length = ? in or cm?

raymondlee306
16
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Joined: 24th Oct 2009
Location: Ohio
Posted: 5th Aug 2011 02:27
In max, open the texture editor. Assign a diffuse mapped material to the object. In the modify panel add an unwrap UVW to the modifier stack and then click the edit button in the right side ribbon tool bar. Scale, rotate, move, etc to adjust the texture on your model (it's easier to do with the update texture in view port button clicked on the material editor so you can kind of see it update in real time). Now doanload and install the pandaxporter and export the model and texture in either .dds or .tga format. Make sure the texture is called texture_D2.dds or texture_D2.tga. (texture is an example call it whatever you want _D2.dds) The D2 tell the FPSC engine it is the diffuse texture, there are others like _N for normal, etc. But stick with the basics for now.
artfulME
15
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Joined: 21st Aug 2010
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Posted: 5th Aug 2011 07:08
Quote: "In max, open the texture editor. Assign a diffuse mapped material to the object. In the modify panel add an unwrap UVW to the modifier stack and then click the edit button in the right side ribbon tool bar. Scale, rotate, move, etc to adjust the texture on your model (it's easier to do with the update texture in view port button clicked on the material editor so you can kind of see it update in real time). Now doanload and install the pandaxporter and export the model and texture in either .dds or .tga format. Make sure the texture is called texture_D2.dds or texture_D2.tga. (texture is an example call it whatever you want _D2.dds) The D2 tell the FPSC engine it is the diffuse texture, there are others like _N for normal, etc. But stick with the basics for now."


Thank you raymodlee306! I haven't tried it yet, but I'm sure it will work just fine.

artfulME
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Joined: 21st Aug 2010
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Posted: 6th Aug 2011 03:03
Quote: "In max, open the texture editor. Assign a diffuse mapped material to the object. In the modify panel add an unwrap UVW to the modifier stack and then click the edit button in the right side ribbon tool bar. Scale, rotate, move, etc to adjust the texture on your model (it's easier to do with the update texture in view port button clicked on the material editor so you can kind of see it update in real time). Now doanload and install the pandaxporter and export the model and texture in either .dds or .tga format. Make sure the texture is called texture_D2.dds or texture_D2.tga. (texture is an example call it whatever you want _D2.dds) The D2 tell the FPSC engine it is the diffuse texture, there are others like _N for normal, etc. But stick with the basics for now."


Actually, I just tried it, and max still wants to export 4 texture files. What could I be doing wrong?

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raymondlee306
16
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Joined: 24th Oct 2009
Location: Ohio
Posted: 11th Aug 2011 02:32
You are probable not doing anything wrong. Can you send me a screen shot of your material editor so I can see how your maps are set up? I think I have an idea of what might be happening but I want to be certain.

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