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3 Dimensional Chat / please help with uv mapping question

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Physics coder
22
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Joined: 25th May 2004
Location: United States
Posted: 11th Aug 2004 06:30 Edited at: 11th Aug 2004 10:00
I've made a model in blender, and exported it as a .x model:

[the tank in dbpro]

I then opened it in Lithunwrap, cause I heard it was a good uv mapper. I then selected Tools>>UV mapping>>Box, cause a tank is more like a box than any of the other choices. I saved the uv map and it saved like this:

[the image of the uv map]

Does darkbasic read that image when loading the tank? Do i export the uv map as a .lub,.lut,or .luv file?

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To delete the bug, delete the code.
Specs: Sony VAIO Laptop, Windows XP, P4 2.8Ghz, 512MB RAM, ATI Radeon 64MB video memory, DBP Upgrade 5.3.
Physics coder
22
Years of Service
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Joined: 25th May 2004
Location: United States
Posted: 11th Aug 2004 10:29
After trying different things for quite a while, I found the "save model" button, lol, now the lightmap is saved in the .x model of the tank. So I guess i answered my own question.

-----------------------------------
To delete the bug, delete the code.
Specs: Sony VAIO Laptop, Windows XP, P4 2.8Ghz, 512MB RAM, ATI Radeon 64MB video memory, DBP Upgrade 5.3.
Xander
23
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Joined: 3rd Mar 2003
Location: In college...yeah!
Posted: 11th Aug 2004 11:00
You know that you can move every vertex to texture each polygon on the tank individually, right? Just making sure you know that clicking on "box" or "plane" is the only thing you have to do to map an object...

You create an image, then figure out what texture you want on each part of the model, then you select that part of the model on the uv map and drag it to the part of the texture that you want. You often use the tools, such as "box" and "plane", to get a small part of the object mapped, one part at a time.

Good Luck

Xander Moser of Bolt Software
Firewall: Your Computer's First Defense - Real Time Strategy game
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Physics coder
22
Years of Service
User Offline
Joined: 25th May 2004
Location: United States
Posted: 11th Aug 2004 12:10 Edited at: 11th Aug 2004 12:16
Yeah this is what the texture file looks like now that its uv mapped and textured:



I made a 512x512 image of the camoflauge color, which was just lots of different green and a bit of tan. I then save the uv map with the filled checkbox checked, and it saved a bmp image with all the polys white and the background black. I copied that image over the camoflauge texture so the polys were camo, and the background still black, I then made tread textures and made the turret/gun part of the tank dark green, and the big octagon in the top left corner is the end of the turret/gun.

-----------------------------------
To delete the bug, delete the code.
Specs: Sony VAIO Laptop, Windows XP, P4 2.8Ghz, 512MB RAM, ATI Radeon 64MB video memory, DBP Upgrade 5.3.

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