Hey! no problem. On a side note, I just tried exporting a model I'd done with 3D coat's Ptex & Imported it to SoftImage and it loaded fine with textures where they should be. It looked a bit dark and the Ptex texture file themselves just look like noise, but everything looks good. may bee no more UV's needed. WooT!
SZ0
[quote]You can also use them to paint a texture onto an object in a seperate layer. ->Add Layer -> Properties-> Weight Mesh[/quote] Cool thanks for that bit of info. [quote]I don't get the Photoshop connection though, could you elaborate? [/quote] Yeah! you need to get the UV stamp onto a texture file that photoshop or gimp can open. PNG I use then you paint your textures in layers over the top. Once your done you just delete the orig
You should be able to select the polygons that you want the texture on only and press "paste into" If you are using Photoshop Weight maps I thought were for manipulating the mesh on your model in a way that is difficult to do with normal transform tools, much like sculpting. I haven't used them so I could be wrong in that they arn't used for texturing though.
I see so you are importing a texture to layer and it covers the whole canvas yes? here is a stamp of the UV layout of the Vasari capital I made for my mod. I selected each polygon or polygon group if they are joined and close to, if not parallel. Then gave each a sub- projection and manipulated it so the projection is at 90 degrees to the polygons. Or if you look at the projection as a plane parallel to it. The projections can be manipulated in normal 3D space by selecting them as obj
Yes, so long as your polygon is bigger than a pixel. Not sure what you mean by group in a polygon, but you can overlap i.e. you can have several polygons using the same texture location. Another good point to remember is to give your polygons or Islands some padding, ie extend the textures a few pixels beyond the the boundary of you polygons or Islands. This will make sure you model is completely textured. And yes! Doing the UV's and tangents is the most time consuming a
[quote]no on the fleet slots as that is modifiable[/quote] How so, if I may ask? I know you can bump up the amount of capitals you can obtain each research level you go up. But that will still use slots that could be used for capital ships. I can't work it out. Is there a way to not use capital ship slots? [quote]Yes I thought of that but it would only be a couple ships from Cap Ship Factory. Maybe some level up cruisers not frigates. It was 9 max capital ships was
[quote]Wow..this tutorial is pretty useful too: http://www.cgarena.com/freestuff/tutorials/xsi/noesis_xsi/painting.html[/quote] Thanks for the link. that looks like an interesting site. Here's a couple of sites I have found helpful in the past, if you don't already know of them. http://www.xsibase.com/ http://area.autodesk.com/tutorials-tips
[quote]For me it is best to create only one texture. If you are importing 3rd party models that use multiple textures then it is best to combine all of the textures onto one sheet[/quote] Essentially the 3 texture files "cl (diffuse), da(specular) & nm(normalmap)" are the same texture just they are represented in different ways to give a combined effect that can't be done with just 1 file. Do your cl first and the other 2 can be made from that relatively easily.
[quote]So does that mean that I'm supposed to save the texture in that naming convention[/quote] Yes, although it doesn't matter that much so long as in your mesh file you have the correct reference to the appropriate texture file. It just makes things ordered and less confusing. [quote]And do I load those files into Soft[/quote] Yes this is done with the rendering editor in SoftImage (press "7") above the letters on the key board not the number pad. Likewise with the
The model you have created will need the UV's done first. This can be done manually with the texture editor in SoftImage. Press "Alt+7" to bring up the editor(I don't have 2011 it may have an auto unwrap feature, Mod tool doesn't). The best explanation on how to go about doing UV's is in the "Digital Tutors" tutorial that can be downloaded from a link in "myfist's" tutorial post here. https://forums.sinsofasolarempire.com/376221
[quote]make another capital ship with frigate mesh and hitpoints, so some ships could maybe level (up to 9 caps IIRC)[/quote] A good idea! But wont this use the capital ship factory to build it. Also wont this use up capital ship fleet slots, reducing the the amount of existing capitals that can be built?
Yeah! the pirates are pretty strong. Also the AI. is a lot better which really makes diplomacy worth the purchase IMHO. The Diplomacy side of things does add that extra dynamic to the game also. If you like Sins, then for $10 you shouldn't be disappointed.
Just copy 1 then change the DataString " info" to "Hangar". "Above" & "Aura" are not located in the ship so probably best not to use them unless you want your fighters to just appear above or below your ship. Remember to increase the point count "NumPoints" from 9 to 10.
Once you have a Hangar Point on your frigates mesh file and have assigned a squad to the "squadTypeEntityDef" entry along with its antimater cost in the line below, and then added a value for the number of squads to the "maxNumCommandPoints" enrtry in the frigate's entity file, it will spawn fighters from the Weapon or Ability point that you have copied and re-named as a Hangar point. The mesh files are in the Mesh folder.
You can use an Ability. Check out "AbilityDeployCombatTurret" & "DeploySiegeTurret" entity files. You can copy 1 of those and change it to what you want, if your looking at spawning a ship from a capital.
A top view, a side(s) view, front view would be helpful. A bottom and back view would also be helpful. I could have a go at help with texturing if you like, although until I see what you want I can't say that I could do it fully.
You need to make a copy of the icon picture with a texture editor program past it in a blank space in the texture file you want it in. Then locate the co-ordinates of your new icon picture and put an entry of it in the "MainViewIcon" brush file. To locate the position of the picture on the canvas use the measure tool from the top left corner of the canvas. Check the accuracy by comparing your measurements with other pictures in the same row and column.
[quote]ey Zero have you and the "DS-mod squad" managed to work this in as a mini mod for any kind of updates or even 1.011.[/quote] That would be up to the DS team. If they want to I curtainly have no objections. [quote]something like a culture beacon or something, that could drop the alliance of the planet or increase it for an allied or owned planet, you could give it something like the upgrades on the star base with an additional level or values into the alliance modifier o
With your UV projections or sub projections, is the top part of the ship at a very obleek angle to the projection? If so you can correct it by making a separate sub projection of that top part of the ship with that projection more at 90 degrees to that of that part of the ship, or looking at the projection as a plane it should be more parallel. Using symetery is fine so long as the projections are correct. A lot of the Sins textures are set up like this. Good luck with your modding.</
Ahh! yes. They may well be hard-coded, I guess to optimize processing. I don't know.
[quote]Is it possible to change the time it takes to update shield and hull values to that of antimatter? Currently hull and shields HP update every few seconds (like 5-10?) [/quote] There is these entries in the ships entiy files HullPointRestoreRate 1.000000 ShieldPointRestoreRate 0.500000 Not sure if thats what your looking for, but they are 24-25 lines down in the frigate files and around 60 lines down for the capitals.
Thanks ZombiesRus5. [quote]On a slightly related but different topic, I saw a website for the development for the Dawn of War mod which looks fantastic, and saw some unit designs that I was very impressed with, so I was wondering exactly how much work it takes to make units from scratch. I have 3ds Max 9, and I've never had an excuse to learn how to use it, but if I were to learn it for any reason, this would be my reason. That being said, are there any good tutorials that may be he
Amazing job! well done to all.
[quote]Are the Images still hooked to the Phong the same as the guide[/quote] Yes! [quote]The one thing that the guide has differently is the "Planer XZ"in the new XSI 7.5. In the guide is just "XZ". Looks like the same command to me.[/quote] There is no difference between the 2. It is a little hard to Know what exactly the problem is that you are having, with out going through the process that you have followed or seeing any images of how it turned out. The ha
[quote]them up lol. But I also had a suggestion. Seeing as how much bigger and stronger they seem to be. Mabye 1 should cost 2 crew points instead of one. make things a little more realistic. Bigger ship = more personnel required right?.[/quote] I had thought about that, however they are not actually bigger, just more advanced. There is justification for them being bigger because of the extra strike craft they have. But generally as things become more advanced they become more automat