Yet Another Noob Needs Texture Help. -1 reply

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SMID

Representative from Planet AvP

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31st July 2003

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#1 15 years ago

Indeed. I recently began work on my first mod. (Lame implementation, but completely 100% original idea for an Armada II mod.)

Anyway, I have the model finished, and I have two textures I need to put on them. However, all I have is Milkshape 3D.

Now, I put the texture on there, but as a jpeg. It looks good. So, I decided to turn the texture into a tga and Alpha Channel it. Now when I put it on the model, the model in Milkshape is covered in multi-colored lines, showing that the texture got corrupted. (I used Paintshop 8 for the conversion.)

I have tried saving it as a tga many different ways, but every time, both textures come out corrupted. They look fine in Paint Shop, but when I open them in Milkshape, they're screwed up.

To make matters worse, even if I put the crappy textures on the model, SOD it, and put it ingame, the model appears texture-less.

I have tried this with two totally different models, several totally different textures. Both came out bare naked.

So, my questions are:

1.) How do I get the frickin texture to not get corrupted when I tga and Alpha Channel it?

2.) Why can't I get the textures to work in-game.

3.) Anyone ever thought of making V'Ger from Star Trek: TMP? Just open one of those nebulas in 3DS, add some hardpoints, then give it a torpedo that will tell ships to do the decommission thing when it hits them. They'll fall apart just like in the movie.

Thanks.




Major A Payne

The 6th Day

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7th August 2002

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#2 15 years ago

1.) How do I get the frickin texture to not get corrupted when I tga and Alpha Channel it?

Basically your texturing your model with the wrong format to begin with. MS3d will import standard TGA based textures and you can use them directly. They must also be in 24 bit color depth and uncompressed (when converting to TGA format use the SAVE AS.... option and check the settings). With regards to your alpha channel problem. This could be down to PSP's problem with not saving TGA files in 32 bit which is strictly the only way an alpha channeled texture should work. My advice on this would be to get Photoshop as I've been told its much easier to alpha channel a TGA texture with.

For an answer to number 2 see above!!

3) Anyone ever thought of making V'Ger from Star Trek: TMP? Just open one of those nebulas in 3DS, add some hardpoints, then give it a torpedo that will tell ships to do the decommission thing when it hits them. They'll fall apart just like in the movie.Anyone ever thought of making V'Ger from Star Trek: TMP? Just open one of those nebulas in 3DS, add some hardpoints, then give it a torpedo that will tell ships to do the decommission thing when it hits them. They'll fall apart just like in the movie.

Theres actually more to this that you may think. Firstly its not just a matter of harpdointing a nebula model. it would have to be a new model for a start. Okay so that may sound easy enough but theres alot of coding odf's correctly to get it to work correctly. That may be the reason why its not been done as yet.




SMID

Representative from Planet AvP

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31st July 2003

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#3 15 years ago

Thank you soooo much! I got the texture converted, but for some odd reason, it turned a dull blue. One came out with little blue spots, which is okay, it actually looks pretty good, but the other is all blue. Just a big solid blob of blue. I'm stumped.

I'll try out Photo Shop, though.

As to V'Ger, odfs aren't that bad. Not as hard as some other games I've looked into modding. The base odfs for the game at least tell you what everything does. From there, it's pretty much just copy-paste, test, delete-copy-paste.

Thanks again.