Problems with custom starscape
-
Hey. I seem to be having problems with my starscape which ive been trying to make work in freelancer.
here are the steps i took:
1. created the seamless textures in photoshop, saved as .dds and .tga format files.
2. created a box in 3ds max, applied the textures to each side, matched each edge correctly
3. flipped the box inward so the texture is inside the box, not on the outside.
4. exported the box as a .3ds to for further work in ms3d
5. opened ms3d, imported model, made sure each texture had a unique name, exported as a cmp.
6. opened cmp in utf editor, and integrated the textures into the cmp as follows (warning, big picture):http://i84.photobucket.com/albums/k13/gurjiv/1-26.jpg
7. saved everything, renamed to li01_etc (the code for new york, basically, for testing), made the entire fl directory editable (basically, removed the read only option), and replaced the old cmp with the new one.
8. ran freelancer in open SP, docked everything is fine, when i undock, it crashes.this is what the starscape should look like (warning, huge pictures)
http://i84.photobucket.com/albums/k13/gurjiv/admin/realattempt2copy.jpg
this is what it looks like in hard cmp:
http://i84.photobucket.com/albums/k13/gurjiv/admin/2-2.jpg
any ideas, suggestions, fixes are welcome with gratitude.
-
U need to:
-update your cmp with the mat files with mat exporter (safer)
-resize your model by 1 with the fl model tool
-upen up your model in the utf editor and add a two to all texture types (makes your textures 2 sided).
-while still in utf editor delete the hp sectionhope thats it.
-
U need to:
-update your cmp with the mat files with mat exporter (safer)by that, do you mean create a mat file and then update the cmp by exporting the material library and texture library into the cmp from the mat file directly? if so, that is what i did.
-while still in utf editor delete the hp section
the entire node called box011.3db, including all the sub nodes too?
-
Isn’t there a starsphere creation utility in the downloads?
-
there is?
O.o im blind.
-
frozenballz wrote:
U need to:
-update your cmp with the mat files with mat exporter (safer)by that, do you mean create a mat file and then update the cmp by exporting the material library and texture library into the cmp from the mat file directly? if so, that is what i did.
-while still in utf editor delete the hp section
the entire node called box011.3db, including all the sub nodes too?
1 no the mat exporter has a updater function in the first window that opens u can update cmd 3db or mat with textures.
2 no the vmesh thingy need to stay
Little hit look at vanilla starspheres how these parts are made in most cases u will find something
-
Texture size is most likely it. It needs to be a square (read: 256x256, 512x512 ect.).
In regards to the starsphere utility… it is limited in use. If he has the skillset to model and texture a starsphere in Max/Milkshape, then that starsphere app is below his skill level.
-
That utility isn’t as limited as you think, it’s actually quite surprising what you can do with it. I keep using this piccie as an example
http://i5.photobucket.com/albums/y155/Wargibbon/General stuff/nebula01.jpg -
Check your texture’s size also, must be square unless you’re exporting a Cube Map, instead of 2d Texture -I don’t know if that’s limited to certain render elements like environmental mapping or not though, haven’t tried it.
each texture is a 1024x1024 square, which i resized to 512x512 (my pc is good enough, but many people who play fl might not be able to handle loading such big pics etc, so in consideration to them, i kept the images small) and they are .dds file format, obviously.
i created each face for the cube in photoshop from scratch basing the design on tutorials read from google (seamless ends, how each end must fit with each other, etc)
Gibbon, no offence intended, but i wanted to go with higher detailed/different style of starscape, hence why i didnt stick with the app (tried it, wasnt satisfied with the result sadly)
i havent been able to test the changes to my starscape yet since ive been busy with other stuff, will give it a shot this weekend prolly.