Texturing the Example.blend-Not working.
by Frank Wiebe · in Artist Corner · 04/26/2006 (1:13 pm) · 9 replies
Ok so i got the newest .91 version of the exporter, and trying to export it with success. Now i put a very cheezy uv image on the object Bob. The image for the uv map was called Bark.jpg so i renamed Bob to bark and the material name from Bob_mat to bark. i ran the quick to dts. script but still dont see the texture.....am i missing something?
#2
Did you turn off mipmap?
Did you select the texface button?
In the texture buttons did you select "image" in the pulldown menu?
Are you using the showtool to view your model and, as Frank said, copied both the dts and the texture to the right place?
Have you tried using a .tga or .png instead?
Not that any of these necassarily are the solutions but for some reason sometimes they help.
Scott
04/27/2006 (11:38 pm)
Is the filename Bark with a capital B and the material bark with a lowercase b?Did you turn off mipmap?
Did you select the texface button?
In the texture buttons did you select "image" in the pulldown menu?
Are you using the showtool to view your model and, as Frank said, copied both the dts and the texture to the right place?
Have you tried using a .tga or .png instead?
Not that any of these necassarily are the solutions but for some reason sometimes they help.
Scott
#3
Thanks for replying though, means alot.
04/28/2006 (8:02 am)
....Wow lots of questions but good ones...Let me do some of the things you asked :PThanks for replying though, means alot.
#4
Thanks alot.
Also what are the Detail64....detail32 for? Thanks again
04/28/2006 (9:54 am)
Ok..i did everything now. THanks for the questions. I can now see the texture on the object which is awesome,Thanks alot.
Also what are the Detail64....detail32 for? Thanks again
#5
Scott
04/28/2006 (10:10 am)
Do you have any idea which one it was that solved it for you? I have some tutorials on my site and I like to keep them up to date with pertinent information. The Detailxx empties have to do with defining level of detail versions of the model. I've never used it, though, because I normally just stick to one level for simplicity.Scott
#6
Ok i got another question about Collision meshes. i made a bridge i can walk on but i can shoot right through it....?
04/28/2006 (1:49 pm)
Actually i found out the uv map was not a power of 2 lol that was the prob. i had the image size at 800x800.Ok i got another question about Collision meshes. i made a bridge i can walk on but i can shoot right through it....?
#7
Is the shooting the shooting the bridge a LOS problem? You may need a LOSCollision mesh. Search on that. (LOS = Line of Sight)
04/28/2006 (4:02 pm)
Detail1, Detail2, Detail4, Detail8, Detail16, Detail32, etc These set a certain mesh to be used when the Detail# of pixels of the object is in view. For instance, if you set a projectile to Detail32 it will dissapear out of sight when it gets a ways away. So for projectiles I use Detail1 for simple stuff. You can use the to reduce the load each object will have on the engine when they are further and further away.Is the shooting the shooting the bridge a LOS problem? You may need a LOSCollision mesh. Search on that. (LOS = Line of Sight)
#8
Only the one side works. i can shoot it and collide with it. the bridge and other railing dont work in fact the other railing gets my character stuck when i get close to it..Are collision meshes made of only a cube? and it shouldnt matter if the collision meshes collide right?
Thanks again.
04/29/2006 (6:27 am)
In the example blend i noticed 2 collision meshes. one parented to the Collision empty the other in exact spot parented to LosCollision. i have 3 collision meshes for the bridge. 2 for the sides of the railing and the other for the bridge itself.. i also have 3 other collision meshes in the exact spots as the first but parented to LosCollision. Only the one side works. i can shoot it and collide with it. the bridge and other railing dont work in fact the other railing gets my character stuck when i get close to it..Are collision meshes made of only a cube? and it shouldnt matter if the collision meshes collide right?
Thanks again.
#9
I don't have a whole lot of experience with collision meshes, especially los. I will be messing with that soon and if I get any insight I will let you know.
04/29/2006 (9:26 am)
Are collision your meshes double sided? I wonder you need to make them one sided and make sure all faces face outward. There is a command to tell all normals to face outward for a mesh. Go into edit mode and select all vertices, then press Ctrl N to recalculate normals outside. That is the only thing I can think of.I don't have a whole lot of experience with collision meshes, especially los. I will be messing with that soon and if I get any insight I will let you know.
Torque Owner Demolishun
DemolishunConsulting Rocks!
Are the image dimensions a power of 2? (128, 256, 512, etc)
Did you UV map the object?
Did you attach the image to a texture?
Is the file the name of that texture, "bark"?
Did you click the button thingy in blender for UV?