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Author Topic:   OPStudio textures
Tailslide
Pilot
posted 01-05- 08:49 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Ok, I followed the instructions for texturing which basically said use planar texturing. I've seen two mentions of texturing.. one says to detach the faces of either side of the object and texture them as seperate objects the other says to apply seperate UVW mapping by selecting the faces on either side. I can't seem to get both sides of my object textured without detaching the faces, even though I was following the instructions. It works fine for the first side, but then when I go to texture the second side, the first side changes to the same texture even if I select a different channel.

Second problem.. I tried importing my object after getting one side texture mapped. Even though it looks fine in 3dstudio, in opstudio it is applying the whole texture not just the part I specified in the map:

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Bryan Russell
Pilot
posted 01-05- 10:17 AM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
I could have made a small boo-boo in that you might have to select the faces in Mesh Select mode, with a face sub-object. Make sure the ignore backfaces option is checked and you unselect all of the faces before you select the front faces.

The texturing thing could be a couple of things

1. You didn't set the W value to 0.0 in the UVW mapping rollup, I'm sure you did though becuase it would be more screwed than that.

2. Opstudio just uses UV's it gets from the OBJ file, so it possible that they havn't been exported with the OBJ file.

3. If you are using a different texture than the default 190, it may be possible that the OBJ material file either wasn't exported from MAX or the material references are missing from the OBJ file itself. In this case OPS will just use the current texture for the first poly of the LOD and so it might be that it looks this way with the UV's you setup in max.

Other than that I don't know. I could have a look at the OBJ/MTL files or MAX file if you want.

[This message has been edited by Bryan Russell (edited 01-05-2000).]

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Tailslide
Pilot
posted 01-05- 11:01 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Ahhhhh I think I figured it out. It was a combination of a couple things

- I was using the fw190 texture map which has the pieces arranged so you have to use W when mapping, I'll have to find another plane that doesn't have the fuselage and the wings oriented in the same direction

- I was using the material editor to orient the texture, I should have been applying it as a big plane UVW map the size of the entire bitmap and then scaling the UVW map accordingly. At least it seemed to work when I did this.

Am I on the right track or is that going to wind up with the whole .tif being applied to each object rather than the part I'm actually interested in? IE, will this increase texture overhead for the video card?

TS

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JT
Pilot
posted 01-05- 01:19 PM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
TS... I'm very curious about this stuff. Let me know if it works.

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Tailslide
Pilot
posted 01-05- 01:32 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote
Pretty sure it works.. at least I was able to get different textures on either side of the fuselage, have them show up right in OPStudio, and in SDOE when I flew it..

Now how can I concentrate on work this afternoon with that Yak crying out to get textured ????

TS

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