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3 Dimensional Chat / Milkshape advice please

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Killer Wolf
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Posted: 28th Jan 2005 15:28
Hi,
as per my otehr threads, i'm having no luck w/ texturing in DBPro - i'm trying to make a simple rectangular playing piece and my texture has the front and back images side by side but DBP jut plants the whole image on each face instead of wrapping it around.
From reading a few threads/tutes, it appears i could make the piece in milkshape and specifically designate different textures to different groups of planes - is that right? the other question comes back to sizes again, and these "world unit" thingies. if i make an object in milkshape, how can i be sure it will be the right size for my game board etc? is it just a case of scaling it until i get it right?

thanks in advance...

KW
//\oo/\\
www.purgatori.net
Master of Pupppets
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Location: In your brain!!!
Posted: 31st Jan 2005 00:58
Texturing in Milkhsape is really simple but I like it. You can scale or whatever.

Mak'a ma day!!!
super skull
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Posted: 1st Feb 2005 05:42
you need to uv map the cube because that is exactly what will happen without a uv map. in db it will place the texture on every poly.
Los
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Posted: 9th Feb 2005 17:17 Edited at: 9th Feb 2005 17:19
Seems to me you've made the piece in milkshape, not textured it, loaded it in DB and said texture object "*.bmp".. Dark Basic will texture it 1.0x1.0 scale.. so for one face or side or plane it will cover the whole side with the texture.. like you've seen.

Load up Milkshape, open your model. If it's just one Object in your groups list you can have a quick go at texturing one side.

Go into the Materials tab, half way down it says <none> beause you havn't loaded in a texture. Click on one of the top <none>'s.. left or right I dunno and you can then BROWSE for your file. Load it in and you should see a Sphere above with your texture on.

Go into Groups or Select mode and select the whole lot (because it's one object). I almost forgot to say, after having selected the box you need to go into the material tab and press ASSIGN. then when you go into the groups menu you should see Box01 <*.bmp"> .. not <no material>.. phew.

Press Ctrl-T or go into the File>Windows>Texture Co-ordinator. Here you should see your texture as you made it in Paint or PSP or whatever. You made one object so it will be in the top Pull down list. Box01 or something. Just below it will say Front.. this means you will see your texture being mapped out from the FRONT view.. like holding up your .bmp out infront of you in your hands and walking up to the model from the front. Fun huh?

If you see no funny WIREFRAME like lines press the Remap button.. you should see your box wireframe from the .... front! If not this means you HAVN'T SELECTED IT.. so go back to the Groups and select it or use the Select > Face tool and make it turn red.. then go back... now the Front and Back should be textured.. the back will have it backwards but hey. your writing will be backwards... whatever.

If you want to texture your sides aswell.. then you will need to regroup... this means select the LEFT and RIGHT faces.. ignore the Top side Bottom side Front face and Back... just the sides.. and go into the group menu. With the Side Faces selected press Regroup and Rename them Sides. Now when you go back into the texture Co-Ords you can pull down the menu that Said Box01 and select Sides. Make the other pull down menu and select Right or Left and Remap if you need to.

It works out alittle like that but sometimes doesn't go to plan.

Lots there/ good Luck.

" Ahh to finish something! My boy, have you ever accomplished anything? "
Killer Wolf
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Posted: 11th Feb 2005 15:26
outstanding, thanks very much Los

i've actually managed to get the front and rear images split, though the procedure seems fairly hit and miss, things don't work exactly as in the help files (i had the redraw box checked and it only seemed to work 50% of the time, also the Select option seemed tobe going a bit mad). probb;y me just fumbling around tho. kinda not helped either by picking a texture w/ a white background, so it was hard to tell where the meshes were, heh. gonna have a good bit fiddle around at the weekend.

thanks again bud.

KW
//\oo/\\
www.purgatori.net
Killer Wolf
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Posted: 12th Feb 2005 23:30
I'm stuck again :-(

thanks to Los i've got my object created and textured. the problem now is that i can't get it to load. i tried to Export it as an MD2 file and i get a mesage "Found vertices with no bone! no animations exported!". well, there was no animations anyway, but it doesn't even save anything. same w/ MD3.
i DID manage to save it as a .x file, but it seems to save it as w/out an extension when i put the path of the file in as,eg, "desktop\object.x" it can't find it. if i put "desktop\object" it seems to find it but i get a "runtime error 7018 could not load 3d object at line 1"

what's up? doesn't tell me WHY it won't load, the x file should be an accepted format :-(

ta...
KW
Mr Underhill
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Posted: 12th Feb 2005 23:59 Edited at: 13th Feb 2005 00:00
Quote: "
thanks to Los i've got my object created and textured. the problem now is that i can't get it to load. i tried to Export it as an MD2 file and i get a mesage "Found vertices with no bone! no animations exported!". well, there was no animations anyway, but it doesn't even save anything. same w/ MD3."

Try placing a single joint in the rough center of your object. Then assign all verts to that centeral joint and re-export.

Or...

Quote: "i DID manage to save it as a .x file, but it seems to save it as w/out an extension when i put the path of the file in as,eg, "desktopobject.x" it can't find it. if i put "desktopobject" it seems to find it but i get a "runtime error 7018 could not load 3d object at line 1"
"


Try renaming the object as "object.x" and try to load it again.

My name is Underhill...commit it to memory.
"Vee vill drive zhem from zee peer-to-peer sites, vee vill beat zhem vith a stick!" ~Leo Laporte, mocking the RIAA
Killer Wolf
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Posted: 13th Feb 2005 00:31
"Try renaming the object as "object.x" and try to load it again."
that did it!

outstanding, thank's very much Mr Underhill
if only the DB help files were as helpful..!


KW
//\oo/\\

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