making textures:
give the texture in milkshape a name. lets say you call it
"wing" for a texture for a wing.
you currently need the texture either in
tga or
dds format.
you then open the utf editor and
create a new tree .
then you
add 2 nodes , and call the first
"material library" , and the second
"texture library" .
the material library connects the name of the texture in milkshape ("wing"
with the filename ("wing.tga", or "wingtexture.tga" or whatever). the texture library actually stores the texture.
the
material library needs a new branch for every texture.
create a node "wing" and
add 2 nodes to it. name one
"Dt_name" , the other one
"Type" . then select on the right "string" and click edit for
"Dt_name" . in the window that pops up, enter the
name of the file (for example "wing.tga"
.
for
"Type" enter
"DcDt" (needs to be for every texture).
Then add a
new node to the
"texture library" . Give it the
name of the file ("wing.tga"
.
add a new node to "wing.tga". If you use a
DDS file , call it
"MIPS" , if you use
TGA , call it
MIP0 . then click the
"Import" button and select the the
texture file .
now
safe the file
as new .mat .
in the shiparch.ini you now have to enter the .cmp and the .mat.