Unique ship textures in-game
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I would like to take a look at your mat file.
Can u upload it somewhere or add me to your msn? my msn is [email protected] -
I would like to take a look at your mat file.
Can u upload it somewhere or add me to your msn? my msn is [email protected]I dont have msn account at the moment, but i can send my mat, sur, and cmp files via email. May i send to that msn email adress?
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Sure do that, i just want to take a look at the files via utf and see if i can find something.
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I would like to take a look at your mat file.
Can u upload it somewhere or add me to your msn? my msn is [email protected]Message has been sent via email.
Thanks in advance,
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@Davis:
You’ve forgotten something here… Using the modelcloner alone isn’t enough! You need to use the UTF editor and rename the respective nodes there too!
I used UTF editor and all of the unique textures have unique name at the nods.
Ah okay… Oups! Might have misread something!
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@Davis:
You’ve forgotten something here… Using the modelcloner alone isn’t enough! You need to use the UTF editor and rename the respective nodes there too!
I used UTF editor and all of the unique textures have unique name at the nods.
Ah okay… Oups! Might have misread something!
Never mind m8
The only thing i dont understand, in couple of systems it appears with right textures that i added, and in some other systems doesnt. I have no clue.
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OK i’ve looked into your .mat file and into the border_world.mat and the texture names are totaly edentic!!!
M8 u need to make unique, here is the shortest and fastest way todo it!
-Open up your cmp and mat in the FL model cloner and rename ALL model group! for example:
bw_elite_lod1020911031436.3db becomes
crease01_bw_elite_lod1020911031436.3dband so on…
-do the same to the texturenames
Import the original cmp model within textures into ms3d modifie your texture names in the same way as u did in the cloner (SAME NAMES),-export your renamed textures as mat and move the to the same folder as the cloned cmp, open up the cmp in hard cmp and see if all textures are there (if not than u did not use the same name in the modelcloner and ms3d.
Well thats it, i know its not very detailed but i hope u know what i mean.
Greetz
Mind -
OK i’ve looked into your .mat file and into the border_world.mat and the texture names are totaly edentic!!!
M8 u need to make unique, here is the shortest and fastest way todo it!
-Open up your cmp and mat in the FL model cloner and rename ALL model group! for example:
bw_elite_lod1020911031436.3db  becomes
crease01_bw_elite_lod1020911031436.3dband so on…
-do the same to the texturenames
Import the original cmp model within textures into ms3d modifie your texture names in the same way as u did in the cloner (SAME NAMES),-export your renamed textures as mat and move the to the same folder as the cloned cmp, open up the cmp in hard cmp and see if all textures are there (if not than u did not use the same name in the modelcloner and ms3d.
Well thats it, i know its not very detailed but i hope u know what i mean.
Greetz
MindI thought its enough to add unique names for the textures at the nodes.
A bad thing is i am by no means an expert on milkshape, except i imported ms3d files to 3ds, but it was a trial version, and it has expired.
I save this tutorial you wrote into a text file, its enough detailed to understand, and when i can, i will do it.Thanks your time to check my files
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@Davis:
OK i’ve looked into your .mat file and into the border_world.mat and the texture names are totaly edentic!!!
M8 u need to make unique, here is the shortest and fastest way todo it!
-Open up your cmp and mat in the FL model cloner and rename ALL model group! for example:
bw_elite_lod1020911031436.3db  becomes
crease01_bw_elite_lod1020911031436.3dband so on…
-do the same to the texturenames
Import the original cmp model within textures into ms3d modifie your texture names in the same way as u did in the cloner (SAME NAMES),-export your renamed textures as mat and move the to the same folder as the cloned cmp, open up the cmp in hard cmp and see if all textures are there (if not than u did not use the same name in the modelcloner and ms3d.
Well thats it, i know its not very detailed but i hope u know what i mean.
Greetz
MindI thought its enough to add unique names for the textures at the nodes.
A bad thing is i am by no means an expert on milkshape, except i imported ms3d files to 3ds, but it was a trial version, and it has expired.
I save this tutorial you wrote into a text file, its enough detailed to understand, and when i can, i will do it.Thanks your time to check my files
U can also edit your mat by hand but this way is easier cause u only need to change 1/3 as in utf.
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Problem has been fixed…. Dont ask how All what ive done to make one more entry in the levels of npc_ships.
My first was: d1-8, d9-19. The new one: d1-8, d9-10, d11-19. The ship’s texture is right no bug, or ctd. Ive spotted the problem of texturing appeared in that two system when the faction level is 10.Howsoever, thanks to everyone for the replies,
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Well i tell u again (plz trust someone who has converted over 100 ships into FL):
Change the freaking modelgroup names and the texture names, if u dont do so u will get various bugs again and again!!!
In FL every and i mean EVERY modelgroup and textur MUST have a unique names!!!
This applies for ALL cmp 3db sph txm mat etc. files! -
Well i tell u again (plz trust someone who has converted over 100 ships into FL):
Change the freaking modelgroup names and the texture names, if u dont do so u will get various bugs again and again!!!
In FL every and i mean EVERY modelgroup and textur MUST have a unique names!!!
This applies for ALL cmp 3db sph txm mat etc. files!Ive done that, i made unique texture names and unique modelgroup names, the whole texture has gone only a solid gray body could be seen.
I did it manually as you wrote in your post at the first page.U can also edit your mat by hand but this way is easier cause u only need to change 1/3 as in utf.
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When u got a grey material instead of your texture than something in your texture is wrong maybe its a tga file inside a MIPS node or a dds in a MIP0 node.
Might also be a wrong name, remember that the the textures libary uses the same name as the nodes in the material libery for example:
Material library:
-bw_plate01 <-thats the name u need to enter into your cmp NOT the name from the texture library
–Dt_name (enter here your texture in this example it should be bw_plate01.tga)
–Dt_flags
–TypeTexture Library:
bw_plate01.tga
-MIPS (MIPS means it inlcudes a dds texture panel, if its tga it must be MIP0) -
When u got a grey material instead of your texture than something in your texture is wrong maybe its a tga file inside a MIPS node or a dds in a MIP0 node.
Might also be a wrong name, remember that the the textures libary uses the same name as the nodes in the material libery for example:
Material library:
-bw_plate01 <-thats the name u need to enter into your cmp NOT the name from the texture library
–Dt_name (enter here your texture in this example it should be bw_plate01.tga)
–Dt_flags
–TypeTexture Library:
bw_plate01.tga
-MIPS (MIPS means it inlcudes a dds texture panel, if its tga it must be MIP0)Yes, i tried both tga, and .dds, these textures were in use before.
As you advised, i opened the mat library, and at the names there is a little window at the right side name is ASCII
and there i can not modify manually the original name.
And one more thing: it seems when i rename the lods in the cmp the model itself dissapears. -
@Gibbon:
Why not just load the model into milkshape, rename the groups and texture and save it as a new model, takes 5mins
A bad thing is i am by no means an expert on milkshape, except i imported ms3d files to 3ds, but it was a trial version, and it has expired.
^
I
If i could i will.