Why, why, oh why can't I get a textured planet in the game/editor?
I'm learning to use Milkshape 3D 1.7.7a, so I already looked at every tutorial I could find.
I make a sphere, select it, regroup, rename. I create a new material and load the texture. I create the "h_scene root" joint/node and a "m_surface" joint/node attached to it (the group/mesh is called "surface").
The sod goes in the sod directory, the texture in the textures/rgb directory, I added the entry to the ep_named.odf and basically duplicate pb_clssm.odf and save it as pb_earth.odf
The "planet" shows up in the editor, but without the texture.
I tried adding a simple cube following the same steps, and it does show up with the texture. But not the planet.
What am I missing?
IWL: Klingon Defense Force
10th June 2005
Not too sure if this is the reason, but planets don't seem to get loaded with textures the way other sods do. The pb_clssm.odf has a line: groundTextureName that tells what texture to use. Make sure this line calls for a valid texture, and that your odf and sod are named the same.
Thanks. Check. I have groundTextureName = "pb_earth"
and I'm using that name for the texture, odf and sod.
I also tried pulling my hair out, and that didn't work, either :-)
I'm not crazy... Not always
17th May 2005
well it could be that the texture you have saved as a compressed tga by mistake or maybe it is a size of texture that the game can't handle. A good idea would be to copy a SOD for a stock planet and just change the odf to specify a different texture. If none of that works, I'll get back to ya.
It's a 256x256 uncompressed tga. I tried what you suggested, and I'm afraid I got the same results. Then I tried something else. If I have pb_earth1.tga and pb_earth2.tga, instead of one, the texture does show up! Screwed up, of course, but at least it shows.
Looking at other custom planets, some of them have two 256x256 textures, some have one 256x256, and others have one 512x256 texture. Since I can't open those SODs, I don't know how they are made up.
I haven't seen any tutorials that deal with planets.
Ironically, I wanted to start there because I figured it would be easier, and I wanted to see if I could make smoother, rounder planets, but I guess that's not how it works.
Thanks for the ideas.
IWL: Klingon Defense Force
10th June 2005
hard_damageThen I tried something else. If I have pb_earth1.tga and pb_earth2.tga, instead of one, the texture does show up! Screwed up, of course, but at least it shows. Looking at other custom planets, some of them have two 256x256 textures, some have one 256x256, and others have one 512x256 texture. Since I can't open those SODs, I don't know how they are made up.
Ahh, sorry. I should've mentioned that: The texture's names are gonna be whatever you specify in the odf with a number 1 and 2. So, groundTextureName = "pb_earth" in the pb_earth.odf. And, 2 textures named: pb_earth1.tga and pb_earth2.tga in the RGB folder. This is some kind of default set up for planets with atmospheres. It's the J class planets that only get 1 texture. Hope that helps.
I want to be like the Admins
15th February 2004
When I added some planets, I just copied the stock sods and used new textures in the odf, like you guys have pointed out. Never messed with milkshape.:smokin:
Thanks for the suggestions. OK, so how do you create the textures, so they look OK in the game? The first ones I was using looked perfect when I applied them to the MS3D model, but they obviously do not look OK in the game. What are the ABCs of making those textures?
The Carbon Comrade
14th July 2004
uh, quick note here. When you have a texture which is gray - say a moon-like texture, make sure it isn't saved in grayscale. I once spent a good couple of hours looking through .odf files trying to figure out why a planet texture was coming up as white, only to find out it was on grayscale. Textures need to be in RGB TGA (grayscale wont work) :)
I'll keep that in mind. Thanks. That's why tutorials are so helpful. They keep us from asking the same damned questions a thousand times :-)