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Author
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Topic: back to those good ole TMapping Q's
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Nat Pilot
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posted 11-17- 11:51 PM
OK, check this out... Looks good don't it... well, it looks that good in Max, but after importing the parts into OPS all the textures look squished or streched, generally shitty, can someone give me a good answer on how to fix it? I'm mapping with Max3.1 using Object export Max2Obj. If I can export in VRML and still keep the texture mapping can someone explain how thats done, I might get better results, but either way, your help is greatly appreciated. Worse case scenario... I'll do like I usually do, and map it with Max2 using the Jonny Owe plugin that never messes textures up on export, but I don't wanna do that. Thanks Guys ~Nat~ ------------------ 7./JG3 "Naturlich" "SDOE... What and where would you like to fly today?" Nats FS-SDOE Site</B> IP: Logged |
jedi Pilot
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posted 11-18- 12:17 AM
Hmmm. In general, the .tifs you use must be square, not rectangular. 256x256 is the standard size, but you can use as many as four for the main sections. The bigger the .tif, the better it will look. A small .tif mapped to a large part will be blurry. A good compromise is to use one 256x256 .tif for the wings and stabs, and another one for the fuselage and tail. Fit parts like the wheels into the gaps left by the main parts.Another trick you can use to get higher resolution is to take a big .tif, like 512x512 or 1024x1024, and "resample" it down to 256x256. ------------------ --jedi-- IP: Logged |
Aladar Pilot
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posted 11-18- 01:44 AM
Had similar problems (I think) so let me see If I can help. Does it look like this.... If not, I think I know your problem. First, Texture-mapping is the hardest part of the whole plane, and if you have already have the plane texture-mapped and you go and move a vertex, then the section of texture is still going to be over that vertex and result in a stretch. Like in your tail section, looks like that happened there. Oh, and NO RECTANGULAR TIFFS. Hope this helps.IP: Logged |
FarmerJoe Pilot
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posted 11-18- 03:03 AM
Let me tell you something about tmapping in Max, if it looks perfect in there then it's gonna be screwed up in FS. If you are sure that the image is correct on the object using a texporter plugin that you can find in the other 3.1 studio question post that boom originated. Then don't even trip if it looks stretched in MAX more than likely it will look perfect in OPS and FS. ------------------ So many things so little time FarmerJoe IP: Logged |
Nat Pilot
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posted 11-18- 03:18 AM
Thanks for the attempts guys, Aladar, no it don't look like that, it's screwy, twisted, distorted and was mapped with no changes to the vertexs etc, anyway, I kinda guessed that this age old problem with that crappy plugin wouldn't really get solved quickly, so I used Max2 and Jonny Owe, remapped most of it and got it all pretty in OPS now, wish he would make his plugin compatible with 3.1 then I wouldn't have to use both all the time.The tif btw is a simgle 256x256 tif, I personaly have always found it to be plenty back when I used to creat skins and hell, it's alot less hassle lol Thanks Guys ~Nat~ [This message has been edited by Nat (edited 11-18-2000).] IP: Logged |
Bryan Russell Pilot
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posted 11-18- 05:46 PM
Nat, Make sure you have the 'W' part of the UVW co-ords set to '0' *before* you start texture mapping.SDOE, OPS and the OBJ file format only support UV, mapping, so if the W is set to anything other to 0 it will distort. IP: Logged |
Nat Pilot
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posted 11-18- 07:43 PM
Bryan, always do that, I use exactly the same method to map, but if I use Max2 and the Jonny Owe plugin to export it comes out perfect, use Max2Obj in either Max2 or 3.1 and it comes out screwy, it's always been a problem and never got an answer as to whats going on, so that means I use 3.1 to build since it's now lot better for that, then export it as a dxf and TMap in Max2 so that I can export it properly, it's a pain in the ass but that only way that I get good mapping  If someone can explain how I export in VRML with textures that would help alot, could solve my problems since I don't have to use that max2obj plugin then IP: Logged |
FarmerJoe Pilot
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posted 11-18- 10:09 PM
Did you not read me post Nat or what? There is a plugin for max 3.1 that exports an image of your model all layed out so that you can texture it easier. The link is in Der Boom's 3d Studio question I put it in there after Pete asked for it. Mmmmkay you miiiiiiiight wannnnna take a look at that link it will make texturing for you a hell of alot easier mmmmmmkay?------------------ So many things so little time FarmerJoe IP: Logged |
Nat Pilot
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posted 11-19- 12:56 AM
Hey Joe, I don't have any problems at all texturing, thats not whats causing the problem, the problem lies in the use of the max2obj plugin, texturing is an easy enough job, but exporting your textured model without the texture getting screwed by the max2obj plugin.. now there's the trick..IP: Logged |
Bryan Russell Pilot
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posted 11-19- 08:35 PM
Nat, still do a quick check of the OBJ file generated by MAX2OBJ, and see if the third value for the tex-cords is non-zero.This thing caused my alot of grief when I made the OBJ plugin, and even when I had zero'ed the 'W' it was still sometimes getting in there with a value. If it is non-zero then the 'W' is still your problem, probably the only thing to do is to collapse your mesh, and re-texture, setting W=0.0 as the absolute first thing you do after you click the 'UVW' mapping button. Also, do you use planer mapping only, or do you use one of the other projections? I have only used planer so it may be the case that one of the others might cause MAX2OBJ to write out W values. The VRML plugin works just like the OBJ one, just save out the file, and then import it and choose the objects you want to import. The only thing it doesn't do is import material name formating stuff, as the VRML file plugin for MAX doesn't use the MAX material names.
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Nat Pilot
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posted 11-19- 08:49 PM
Thanks Bryan, I'll check one of the Obj files I've exported using Max2obj, and try like you said by making sure I set the W to 0 first.With the VRML, I would rather use that, but when I've treid in the past it's lost the texture and the model comes out a wierd size, if you could tell me what settings I should use in Max when exporting in VRML that would help. But thatnks for the tips, I'll check it out, btw, I only use planer mapping fingers crossed  ~Nat~ IP: Logged |
FarmerJoe Pilot
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posted 11-19- 09:13 PM
Alright bubby, look here ther is a "number of digits" option in the exportobj plugin be sure that number is at least 7 mmmmmkay. You have to remember that in the openplane document that it says that the UV mapping is 1x1 meaning the width is 1 and the height is 1 for 1:1 ratio mmmmmkay. Now if you don't have that number of digits option on at least 7 your texture is gonna screw up big time. The UV co-ords are decimals leading up to 1 on width and height mmmkay.------------------ So many things so little time FarmerJoe IP: Logged |
Nat Pilot
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posted 11-20- 12:23 AM
ALRIGHTY THEN!!Thanks yet again Joe, this isn't an option with Jonny Owe, so other than the vertex scale I left the other settings "as is", here is a pic of the setting I have on my Max2Obj So, check out my seetings.. am I right in saying now that all I need do is change the "number of digits" to 7 and that should work fine!? I gotta tell ya, I've asked about this damn plugin so maney times in the past and never got a good answer, least not one that worked, cool man thanks  ~Nat~ ------------------ 7./JG3 "Naturlich" "SDOE... What and where would you like to fly today?" [http://members.nbci.com/naturlich/index.htm[/URL]</B> IP: Logged |
FarmerJoe Pilot
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posted 11-20- 01:19 AM
Yeah bubby, just change the # of digits to 7 or more vato, but keep in mind the more digits you have the larger the .obj file will be and the .lod file for that, but it don't really make a shit when you got a p2 750 just a general rule of thumb bubby.------------------ So many things so little time FarmerJoe IP: Logged |
Laika 801 Pilot
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posted 11-21- 12:11 PM
Nat - try this:change: FACES - TRIANGLES NUMBER OF DIGITS - 6 and check "CREATE MATERIAL LIBRARY"
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Nat Pilot
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posted 11-21- 10:08 PM
thanks alot for the help with this one guys, I'm going to be remapping the Sturmovik tomorrow hopefully so I'll be back to praise you all when I've done that, currently the shape has ben modified and is right now, the canopy is built, rear gunner added, actualy it's not far from finished, although the FM is being a bit more of a pig this time than with the A10, still, the work has gone very quickly again even with a couple of days break from it, it flies and fights, just seems like to much torque on take of, but thats probably a weight problem since the engine is right far as I know, I'll post a couple of pics when it's tidied up with the mapping  Thanks!~Nat~ IP: Logged |
Nat Pilot
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posted 11-21- 11:52 PM
Thanks for all the help guys I tried just changing the digits to 7 and that worked fine, the T Mapping comes out just like it should now (no more excuses huh.. lol)Really, thanks alot, thats bugged me for a long time ~Nat~ ------------------ 7./JG3 "Naturlich" "SDOE... What and where would you like to fly today?" http://members.nbci.com/naturlich/index.htm </B> IP: Logged | |