Righty, here is a step by step of how i get my meshes into FPSC, and how the textures become hideously mutated.
1. First of, i make a simple board mesh, its kind of like a picture with frame but one object.
2. I save the object as an .OBJ file ( Alias i think ) as this format is understood by the UVMapper program ( http://www.uvmapper.com/ ). I generate a simple yet crappy, default box map.
I resave the object as an .OBJ with the new UV data, i export the UV image into Photoshop Elements.
3. I draw a simple target image to show where the front/centre of the mesh is.
I save the image as a BMP.
4. I import the newly created .OBJ and the target texture back into Cinema, all looks well:
The target is in the right place. I make sure the normals are facing outward and I triangulate the mesh. I export in the .X format and convert the .BMP texture into a .TGA using DXTBMP (http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htm).
of to the Entity creator.
5. The mesh appears fine in the entity creator, but it is not until i specify the texture that things start to go horribly wrong.
as you can see in the top right corner, the target isn't visible on the mesh, and in the game....
6. It becomes clear how extreme the distortion is
I have tried exporting under so many different settings, even exporting to 3DS and then .X, but nothing seems to work
which is why i need to find something that does. Any suggestions would be very much appreciated.[img][/img]