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Weird texture bug?

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Post Sat Mar 13, 2004 8:25 pm

Weird texture bug?

I've recently started working on my model again and when I went to apply the texture to the ship I found that parts of the model were black where they should have been textured. The strange part is that I'd only made small cosmetic changes to the model (raised Hps) and yet now the texture only shows in some places. Here's a screen shot of it. The body (mottled blue and black) is all one group/object, so it should all have the same texture. I've checked the vertex order, it's right. The cockpit is a separate section so it should be grey. Any ideas?

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Post Sat Mar 13, 2004 8:35 pm

wow, sounds familiar. scroll down and have a look at the question i asked today also .

what version cmp exporter are you using? and what utf editor to make the mat file?

maybe we are both using a corrupted plugin somewhere...?

Post Sun Mar 14, 2004 10:13 am

Oh, didn't see yours lol. Yep same problem tho. Thing is that the texture I'm using worked 100% on the old model (still does too!) but it doesn't like the raised Hps. I created the mat file with the Mat exporter plugin for milkshape, and the cmp was made with the newest version of the cmp exporter (2.1?). I believe my texture is a 256x256, but I haven't tried the dds version yet.

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Post Sun Mar 14, 2004 1:20 pm

Nope, dds doesn't work either. Does anyone have any idea what could be causing this? I've tried it in both Milkshape 1.6.6 and 1.7.0, both with the same problem. I tried applying a different texture entirely (one I extracted right out of the nomad mat file) and the only difference it made was make the black areas blue. Seems to me that the texture is being stretched around the model wrong, but I don't know how to fix this!

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Post Sun Mar 14, 2004 3:09 pm

well what does the ship look like skinned in milkshape? Just from the sounds of this it sounds like the uv map isn't unwrapped properly.

Post Sun Mar 14, 2004 4:59 pm

It looks exactly the same as it does in the screen shot. How can I change the UV mapping?

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Post Sun Mar 14, 2004 6:42 pm

umm... well it takes more to texture a ship then just applying a skin to it. You have to assign uv maps to the mesh so as the 3d model knows how to apply the skin to it. There are various programs specifically designed for this, such as lithunwrap, however if your starting out I wouldn't suggest that. Also lithunwrap doesn't keep track of shading groups which is why I only use it for taking screenshots of my uv map to paint over... but I don't think you should be worrying bout those yet either.

In milkshape, select a group or faces of that group which have a material assigned to them, then press ctrl-t or manually click on the texture coordinator under the windows tab. In the scroll box in this window select the group inwhich you have faces selected in the milkshape window. Click region then remap. You should see how it works from that. The various angles in which you can chose effect the direction the remap takes it. For the most part, if you have a plane, you want the angle at which the plane takes up the most volume on your screen to be the angle you remap it as in the texture coordinator.

Just as a suggestion when you use uv mapping in milkshape, it is occasionally hard to select the specific faces of a group you want to remap, so sometime it is best to hide a number of the other faces. Because of how the texture coordinator works if you hide a face in the main window adjunctant to the face your remapping, you can't move the vertex points in the texture coordinator. As a way to get around this before you start texturing. Select your entire model, go to the vertex tab on top, and click unweld. Then Texture coordinate all your panels; then reselect your entire ship and press ctrl-w to re-weld all those faces together.


Post Sun Mar 14, 2004 7:05 pm

Oh, ok I get it. Thank you muchly. Must have just been dumb luck that it worked before since I've never had to use that thing before!

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