Texture and lods questions.
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I’m trying too understand why FL is not putting the .mat on the .cmps right and the .cmps disappear when close. (don’t mind the names, lol) Here’s a ss:
http://i113.photobucket.com/albums/n240/Alucard1_01/screen2-3.jpg
In hardcmp they match right, in FL their scattered. Then when far away, 5k and up the models don’t disappear, which is fine. But when upclose they disappear. if you start to turn the screen away from them. Heres the solararch:
[Solar]
nickname = B5hanger
LODranges = 0, 15000
ids_name = 60213
ids_info = 60214
type = STATION
DA_archetype = SOLAR\Babylon_5\B5hanger.cmp
material_library = SOLAR\Babylon_5\B5hanger.mat
material_library = FX\envmapbasic.mat
envmap_material = envmapbasic
mass = 10000.000000
loadout = dock_yard_dock
solar_radius = 800
shape_name = NAV_largestation
hit_pts = 999999961690316250000000000000000000.000000Any ideas?
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Do they surs? If not they will disappear when the centre of the object is not on screen.
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Alucard wrote:
[Solar]
nickname = B5hanger
LODranges = 0, 15000
Any ideas?Your model is good i think. I got the same problem on my test model, but i got it solved just by increase the last parameter in LODranges.
You may need try to change it to this:
LODranges = 0, 999999
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Timmy51m wrote:
Do they surs? If not they will disappear when the centre of the object is not on screen.What do you mean? This?:
http://i113.photobucket.com/albums/n240/Alucard1_01/nosur.png
http://i113.photobucket.com/albums/n240/Alucard1_01/sur.pngBut that is what happens. But it doesn’t explain the screwed up texture placement. Or does it?
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I thought dds textures don’t need to be flipped, but tga’s do. dds simply need to be square, 256 x 256 or 512 x 512 etc otherwise they appear as if they’ve been run through a shredder.
Looks like you have a nice fitting sur file.
Something you could check though:
Open the cmp in fl model tool, make sure that the bounding box values etc are correct. You should see two sets of values, original data and below it new data, if they don’t match then save the cmp and make a new sur for it. -
@ Timmy,
Good thinking on the model tool. It fixed the disappearing act. But the textures are still screwy. I fliped them via UTF, no go. They are tga files. How do I change them to dds? I have the dds maker plugin for Photoshop, but when I try and import them (UTF), the UTF program crashes.
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oh, then tga, yes, sorry.
i just knew that one of them need to be flipped while the other doesn’t. always used tga myself though.
anyway, the flipping you have to do with an image editor such as gimp (or whatever you use) and then import into the end nodes of your texture library. -
1 - You need to open the mat file in UTF edit.
In the texture library you should see texture nodes.2- Click on the + icon of each node to show what will be either MIP 0 if it’s a tga texture, or MIPS if it’s a dds texture.
3 - If they are tga files then select MIP 0 as that will be the largest texture, click export on the right column and save the file as a .tga. Make a note of how many MIP nodes are present for the texture, MIP 0, MIP 1, MIP 2 etc.
4 - Open the tga file you saved in photoshop, flip it vertically. Make sure the texture is square, it has to be either 128 x 128, 256 x 256, 512 x 512, 1024 x 1024 etc, you get the drift, square. If it’s not then just resize it to make it square, doesn’t matter if it looks wrong the game will sort it out.
5 - Export it as a dds, DXT1 no alpha. If more than one MIP was present for the texture in UTF then you will need to generate MIP maps on export, match the number of MIPS you generate with the number of MIP entries you noted down in step 3.
6 - Open the mat file in UTF edit again.
7 - You now need to replace the MIP 0 entry for the texture, MIP 0 should be named MIPS instead to use a dds texture. Delete all other MIP entries present for the texture, MIP 1, MIP 2 etc, as they are no longer needed.
8 - select the new MIPS entry, click import and import the new dds file you created.
9 - Save the mat file and try it in game.