texture problems -1 reply

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biomuck2003

I Aint Got Time To Bleed

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21st April 2004

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#1 15 years ago

i have gmax and when i make my own textures and apply them to the model it looks fine but when i pack it in the standard mesh and play the game the wepon is white all white what am i doin wrong thanks




DoomSayer

GF Pwns Me!

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13th June 2004

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#2 15 years ago

You don't need to apply the texture directly to the model. The .SM has a .RS file associated with it. Inside, you will find something like this: subshader "TunnelTop_M1_Material0" "StandardMesh/Default" { lighting true; materialDiffuse 1 1 1; lightingSpecular false; texture "[color=red]texture/notexture[/color]"; } As you can see, this custom object that I made has no texture associated with it, even though there was a texture applied in 3DSMax. So I made a texture file, and placed it in my map, in a CustomTexture directory. It doesn't matter where you put it as long as you call it in the .RS file, like this: subshader "TunnelTop_M1_Material0" "StandardMesh/Default" { lighting true; materialDiffuse 1 1 1; lightingSpecular false; texture "[color=palegreen]bfvietnam/levels/Tunnel_Rats_II/CustomTexture/TUNNELCOVER[/color]"; } Now, if you want to ensure that certain parts of the texture file are placed on specific parts of the standardmesh, then you have to UVW map it. This is the final outcome: tunneltop0.JPG The tunnelcover model is in the middle of the screen. It is almost exactly the same colors and textures of the surrounding ground. Once vegetation is placed on top of it, no one will ever know. To help you see the model better, I modified the surrounding terrain to an unbelievable color of green. tunneltopfake.JPG See the custom model now?