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Author Topic:   How to set aTextureindex number?
Rendsburger
Pilot
posted 11-24- 05:39 PM     Click Here to See the Profile for Rendsburger     Edit/Delete Message   Reply w/Quote
Iīve download the 3d soft Anim8or and have changed the Ju88propeller.First i have export propL as .obj file in OPS. After changing and import the prop to OPS i see that there is no texture at the prop. So in Game the prop is black.
Please can anybody help me?

Rendsburger

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Robert
Pilot
posted 11-24- 06:26 PM     Click Here to See the Profile for Robert   Click Here to Email Robert     Edit/Delete Message   Reply w/Quote
Ok, Iīm not sure if this is the best way to do it but it works for me.
You will have too extract the SM.file using the Xtractor. Do you know that program?
It makes a readable file of your SM.file so you can change things in it such as TextureID, texturesize,flags for the texture and distance. You then use the Xtractor to build your new correct SM.file.
I assume you mapped the prop with a new texture and thatīs why it looks strange in-game. Thatīs because the values for the things mentioned above gets screwed up when you use a totally new texture on your plane.
Let me know if you need more help, my explanation lacks some detail perhaps!

You can also try these pages and read what answers I got when I asked similar questions. http://www.fightersquadron.com/ubb/Forum7/HTML/000662.html http://www.fightersquadron.com/ubb/Forum7/HTML/000675.html
/Robert

[This message has been edited by Robert (edited 11-24-2000).]

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Rendsburger
Pilot
posted 11-24- 07:28 PM     Click Here to See the Profile for Rendsburger     Edit/Delete Message   Reply w/Quote
Hmm, i will try it with the extractor and see if i can understand it :-)

And, no i havnīt changed the tex. The only thing i made was, i cut one of the three propellerblades, so the are now two blades,then i moved one blade opposite to the other one.
Now i will add a few lines to the tex.tif so i can see if there is a tex on the prop or if i have hit the black part of the tif.

I have also changed a little bit of a wing, and there is no problem with the tex.tif.

This procedure has one goal: I will look, if it is possible for me to create a plane, so i want to make some tests first,like this!

One question, how did i know that the scale of a plane is correct.I saw nothing in OPS to show me a scale,so it is possible to create a spit in a scale of a B17!??
Or is it a nearby, to look at other planes and think it is ok or not???

Rendsburger

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Sv
Pilot
posted 11-24- 09:24 PM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Hi Rendsburger,

I believe that one unit in your 3d modeling tool is 1 foot in OpenPlane. I use AC3D for my 3d work, and the background image feature for my plans. In AC3D, 100 pixels of the background images = 1 foot in OpenPlane, so my models are to prefect scale.

Hippie has created specail plugins for AC3D that work with is extractor tools (now called OL tools for "OpenPlane Language). This makes working with meshes VERY easy! Texture indecies are created at the polygon level - and assigned via AC3D's surface tool. Red might = 4 and Blue = 14, whatever! These texture ID's are referenced in the yourAircraft.ol text file created when you extract an aircraft .sm file. It is very easy to add new textures to this .ol file, and then use these new texture ID's in ac3d.

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