Texture issue with new model. -1 reply

Please wait...

Guest

I didn't make it!

0 XP

 
#1 11 years ago

Hello all. I've been attempting to tackle the fundamentals of Armada 2 editing. I have some experience with game modding and thought it wouldn't be too hard... So far its not been too hard. Until this... My test bed attempt at getting a model into Armada 2. armada22007103107450967nu9.th.jpg Now, you might be asking "whats 'this' you speak of?" ... Well, look at it. Its a basic Federation shuttle craft from TOS... and it appears to be untextured, right? Well its not. The texture is loading, but for whatever reason, it is not rendering properly. armada22007103107453285yq5.th.jpg See, now that i've moved in closer, the texture suddenly morphs/fades in. I don't get it. I've been fiddling with this since 10:00 AM yesterday, and I can't seem to lock it down. Heres another image: armada22007103107460837be3.th.jpg As you can see the closest part to the view is the most visible part of the texture... and it slowly fades to untexturedness farther away. At first I thought it might be the size of the ship, or a hardpoint issue, because all I have on the model is the basic root, and lod joints, just enough to get it to show up... so I reloaded the original model, and the same thing happend, I had adjusted the texture properties (Ambient, specular, diffuse, emissive). The only thing I can think of is im doing something wrong in MS3D(I think I might have assigned smoothing groups to both of them, which is a knee-jerk thing I do... could that be an issue? The only other thing I can think of is my textures saving properties are off, as when I used the stock model again, I was using my new TOS shuttle texture, and it still had this problem. One quick piece of information, this shuttlecraft is from bridge commander, im not sure if that makes any difference, but if it does, is there a step im not aware of as to how it is supposed to be converted? Thanks Guys.




AdmarilRyan

I'm not crazy... Not always

50 XP

16th May 2005

0 Uploads

753 Posts

0 Threads

#2 11 years ago

it might be because of you using lods, and the texture shows up differently with each lod.




Guest

I didn't make it!

0 XP

 
#3 11 years ago

Well, I had just the individual mesh named "lod1" with a texture named "!phong_lod1" and a joint "m_lod1"... the texture "Fscout.tga" with an alpha layer for the glows, and the properties for the texture in MS3D are "Ambient 0 0 0" "specular 0 0 0" "diffuse 255 255 255" "emissive 255 255 255" The mesh has been welded, and assigned to a smooth group. (which, even to this day I can't seem to undo.) Since you posted I attempted to remedy the problem, first I tried renaming everything from "lod1" to "shuttle", which changed nothing. So now I doubled the mesh and texture and joint so I have "lod1" and "lod2". This, also, has given me zero results. Meh.




Dan1025

Adopt, adapt, improve

50 XP

24th February 2007

0 Uploads

1,454 Posts

0 Threads

#4 11 years ago

I had this problem once, as I remember, it was because I had a texture named "fscout2.tga", but I hadn't realised that there were several different textures named "fscout2_1.tga" "fscout2_2.tga". See if you have this problem with the shuttlecraft texture, and if you find that you have texture files with the same name and _1/_2 after it, move or delete them and then see if the models' textures show up properly ingame. Hope this helps :)




AdmarilRyan

I'm not crazy... Not always

50 XP

16th May 2005

0 Uploads

753 Posts

0 Threads

#5 11 years ago

well I'm not an expert modeller (or even an inexpert one) so all I can sudgest is you check the bbom (Westworld's Big Book Of Modding, Star Trek: Armada 2 Downloads, Star Trek: Armada 2 Tutorials) for the ms3d tutorial to see if you correctly sorted out the model. Most model related issues come from incorrect joint hierarchys so I would look there.




Guest

I didn't make it!

0 XP

 
#6 11 years ago
dan1025;4008735I had this problem once, as I remember, it was because I had a texture named "fscout2.tga", but I hadn't realised that there were several different textures named "fscout2_1.tga" "fscout2_2.tga". See if you have this problem with the shuttlecraft texture, and if you find that you have texture files with the same name and _1/_2 after it, move or delete them and then see if the models' textures show up properly ingame. Hope this helps :)[/quote] [quote=AdmarilRyan;4008737]well I'm not an expert modeller (or even an inexpert one) so all I can sudgest is you check the bbom (Westworld's Big Book Of Modding, Star Trek: Armada 2 Downloads, Star Trek: Armada 2 Tutorials) for the ms3d tutorial to see if you correctly sorted out the model. Most model related issues come from incorrect joint hierarchys so I would look there.

Thanks for the tips guys. Turns out it was the "subtexture" thing that dan1205 was talking about. So without further ado. The first functional sod by mua. presto. slightlyoutoftimeui7.th.jpg




Dan1025

Adopt, adapt, improve

50 XP

24th February 2007

0 Uploads

1,454 Posts

0 Threads

#7 11 years ago

I thought it would be, glad to hear that you've solved the problem. Good luck with future modding :)




Freyr VIP Member

A2Files Staff

46,875 XP

6th February 2005

11 Uploads

4,275 Posts

0 Threads

#8 11 years ago

Excellent, I am glad to see your problem is fixed already.

oh, and welcome to Armada 2 and A2files. :)

Do you plan on getting permission from the original author and releasing it? I have just had a look and that shuttlecraft is way better than the other TOS shuttle we have on the site.




Dan1025

Adopt, adapt, improve

50 XP

24th February 2007

0 Uploads

1,454 Posts

0 Threads

#9 11 years ago

But considering that it's a BC model, it's probably got too high a poly count for a shuttle




Guest

I didn't make it!

0 XP

 
#10 11 years ago
dan1025;4009097I thought it would be, glad to hear that you've solved the problem. Good luck with future modding :)[/quote] Thanks :)
Freyr;4009184Excellent, I am glad to see your problem is fixed already. oh, and welcome to Armada 2 and A2files. :) Do you plan on getting permission from the original author and releasing it? I have just had a look and that shuttlecraft is way better than the other TOS shuttle we have on the site.
Well at this point, I just wanted to see if I could get the model to work. I'll probably rebuild the model at a lower poly count. The thing has detailed doors for crying outloud! My guess is i'll not be needing permission as i'll rebuild the whole thing. [quote=dan1025;4009278]But considering that it's a BC model, it's probably got too high a poly count for a shuttle

somewhere around 2100 polies. It runs pretty smooth. I changed out the pulse phasers with regular beam phasers, and was having fun just throwing hundreds of them at the Hard AI klingons. My current concept right now is to do a TOS mod that is "puritan" in nature. IE: not include things from Enterprise, TNG, DS9, TMP, or try to "merge" into the other eras. A slight drop of fandom in there, but mostly strict TOS stuff. For instance, getting the "gravity pulses" and "full dispersion" phasers in there. The working title I have is "Unaltered Past". My forte' is more in video editing, and sound work... but in the past i've tried to tinker with Armada stuff, mostly with Armada 1.