Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Cant get DDS format to work

Here you can discuss building custom ships, texturing and 3D modeling in Freelancer

Post Tue Aug 31, 2004 8:26 am

Cant get DDS format to work

Hi everyone!
Ive messing a long time to get the textures in DDS format work ingame. All i have are white skins. I already looked in tutorials, use the same utils and settings but nothing. Couls anyone please put some words here how i can fix it?

Lets start at the point i have the complete ship with tga textures in the mat file. Got the plugin for photoshop, ready.

So:
1., exract the tga files from the mat. done.
2., open psp with the installed plugin. done.
3., load the tga files in psp. done.
4., ???

Thank you for any good ideas or methods that work. Mancer

Post Tue Aug 31, 2004 9:17 am

pull up Kasdia's Texture Guide

That should help as far as saving the texture goes.

Chris


Edited by - cjabates on 8/31/2004 10:17:46 AM

Post Wed Dec 15, 2004 7:51 pm

I used DDS and will be sticking to DDS because of all the inverted things with the TGA format. what i done was this.

1. textured my ship in Milkshape with my tga files
2. got all my DDS plugins for Photoshop/Paintshop and installed them.
3. opened all my TGA textures that i used for my ship in the paint program.
4. resaved them as DDS in the same folder where my ship was located.
5. reopened Milkshape changed all the materials to the DDS files (it keeps the same mapping too so no worries about having to remap).
you don't need to re-assign the textures as they're already assigned but i tried to keep the same names for the DDS files as not to confuse myself.
6. used the MAT exporter to export the textures and the CMP for the ship!

because you use DDS you don't need to flip the textures and plus the DDS file size is smaller i believe

Kasidas texture guide has a few helpful hints too about when you save DDS!

Another point too: Make sure all your image sizes TGA or DDS are multiples of 2 e.g 64x64, 128x128, 256x256, 512x512. Freelancer is pernickety about using square textures.

And in your groups on Milkshape, check to make sure that your cockpit IS NOT the first group mentioned. If you have any problems after that getting your ship to show it is probably your ini files.
and finally in your shiparch.ini make sure this entry is here: LODranges = 0, 2000
Edited by - the_ashened on 12/15/2004 7:52:50 PM

Edited by - the_ashened on 12/15/2004 8:07:30 PM

Post Thu Dec 16, 2004 2:44 pm

I'm having a similar problem, I suppose. Here it is:

I used Lithium to get a UV map of my ship, then used PS to color it, saved it as a DDS and assigned the DDS as the texture of my ship. I exported the MAT and CMP files without any problems- the ship shows in-game, but with a FLIPPED TEXTURE! a la using an un-flipped TGA.

MS 1.7.0 shows it correctly, HardCMP shows it correctly, but in-game it's flipped.

Please- suggest away!

Post Thu Dec 16, 2004 3:22 pm

@Cjbates

Export the texture via UTF Editor... flip it VERTICALLY in your paint program, and then save it and import it back in... it'll work just fine.

BTW, peeps... you can save DDS with more/less mipmap levels than the Kasdian Guide's suggestions, and they'll still work for most things. Keep in mind that higher mipmap levels will make the file larger, and lower levels may have a negative impact on game performance, of course...

Return to Freelancer 3D Modeling and Texturing Forum