you should map your model 1st, then draw a diffuse texture for the model, then add it into wmit and see how it looksswatspeedman wrote: Do I need to add a texture?
Pillboxes
Re: Pillboxes
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Re: Pillboxes
It's here: https://github.com/Warzone2100/WMITMaNGusT wrote:also, cybersphinx even didn't give us the version with his changes :/
For Windows? I don't use that, and it doesn't compile easily in my current cross-compiler setup, so... me neither.I can't and won't compile it..
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Re: Pillboxes
I'm gonna be honest here, I can't map for sh*t. It just looks like a load of shapes to me, I dunno what is what.MaNGusT wrote:you should map your model 1st, then draw a diffuse texture for the model, then add it into wmit and see how it looksswatspeedman wrote: Do I need to add a texture?
Re: Pillboxes
it compiles and works before yours commits well... mac support, cross-platform... for what? for who? for you? 3dsMax, photoshop is mainly windows based... all designers use windows... oh I forgot something sorry, you live in your own coder's universe where all have to be cross-platform..
google is your friend. "uvw mapping" it's not a 1 day task, even not a 1 month task... you should do some lessons and tutorials before you will get things looking "right".swatspeedman wrote:I'm gonna be honest here, I can't map for sh*t. It just looks like a load of shapes to me, I dunno what is what.
Last edited by MaNGusT on 20 Dec 2011, 16:42, edited 1 time in total.
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Re: Pillboxes
I know how to unwrap, it's just when I have the image in front of me I have no idea which face is which.
Re: Pillboxes
that's why you should create a high poly version of your model and then bake its details(shadows) to an ambient occlusion texture, then use this texture as a "baseplate" for your diffuse texture.swatspeedman wrote:I know how to unwrap, it's just when I have the image in front of me I have no idea which face is which.
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Re: Pillboxes
Yes, for me. To change the current models. If someone else finds my changes useful, good, if not, they can use some other version.MaNGusT wrote:it compiles and works before yours commits well... mac support, cross-platform... for what? for who? for you?
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Re: Pillboxes
I'm just baking the textures now, won't bother with the rest like lighting. It's only rough.
Re: Pillboxes
is there, by any chances, a way to switch between pie2 and pie3 export in compiled wmit?cybersphinx wrote:Yes, for me. To change the current models. If someone else finds my changes useful, good, if not, they can use some other version.
http://wiki.flightgear.org/Howto:_Add_s ... in_Blenderswatspeedman wrote:I'm just baking the textures now, won't bother with the rest like lighting. It's only rough.
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Re: Pillboxes
Just done ambient occlusion before you posted this.MaNGusT wrote:http://wiki.flightgear.org/Howto:_Add_s ... in_Blenderswatspeedman wrote:I'm just baking the textures now, won't bother with the rest like lighting. It's only rough.
Re: Pillboxes
Also a nice thing to know is that blender has a texture paint mode in the 3d view. The painting tools may not be as advanced as gimp/photoshop but they still have a nice feature set and you can paint directly on the 3d model (assuming you have correctly unwrapped it). Very good for doing the base texture as well as for painting out seams.
Sometimes I paint a basic color texture in blender and refine it in gimp etc.
Sometimes I paint a basic color texture in blender and refine it in gimp etc.
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Re: Pillboxes
Textures, ambient occlusion all baked and added to my mesh as textures.
Now what?
Now what?
Re: Pillboxes
Export it as an .obj and open it in WMIT
Can we see your texture?
Can we see your texture?
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Re: Pillboxes
Export the rocket pod as one, the holder as one and the stand as another? Then open them in WMIT then what? Save them as pie as some sort of special name?
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Re: Pillboxes
Exactly , gnhrckt.pie for the rocket pod, trhrckt.pie for the holder and blhowmnt.pie for the stand.
After that, you go to your wz install directory, and in the mods folder create a new folder called "yourmodnamehere".
in "yourmodnamehere" create one folder with the name structs, one named texpages and one named components (you essentially copy the folder structure inside the base.wz file).
Then you put your textures into texpages, blhowmnt.pie into structs, and the other .pies into components/weapons/
@the textures: uv mapping isn't perfect but will work for now, I've seen worse.
EDIT: oh, and to run your mod you create a shortcut of warzone2100.exe and in its properties you edit the path so that it reads "installpath/warzone2100.exe" --mod=yourmodnamehere
After that, you go to your wz install directory, and in the mods folder create a new folder called "yourmodnamehere".
in "yourmodnamehere" create one folder with the name structs, one named texpages and one named components (you essentially copy the folder structure inside the base.wz file).
Then you put your textures into texpages, blhowmnt.pie into structs, and the other .pies into components/weapons/
@the textures: uv mapping isn't perfect but will work for now, I've seen worse.
EDIT: oh, and to run your mod you create a shortcut of warzone2100.exe and in its properties you edit the path so that it reads "installpath/warzone2100.exe" --mod=yourmodnamehere
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