Coloring with Milkshape -1 reply

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#1 13 years ago

i'm starting to run into some problems now that i have finished making my model in milkshape, i don't know how to get it to work in JA properly. i have it textured in Milkshape, but i don't know how to make a UVW map of it so it can have color ingame. also, i know how to make a .glm file with milkshape and several others, but i don't know all of the files i need, or if i am making them correctly. and if i do make a UVW map, would it go in the models folder with the rest of the files, or would it go someplace else. anyhelp would be greatly appreciated thanks Mitthrawnuruodo




SithDagger

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#2 13 years ago

Um confused, what are you making for 1, which will determin weither you need multiple filse or not. Milkshape cannot by itself UVMap, get a program called LithUnwrap, it UVMaps an assortment of file formats including MS3D. Explain better, and I can help some more.




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#3 13 years ago

i'm trying to make a claw for a friend. and i have lithunwrap, but not sure which of the UVMap's to use




SithDagger

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#4 13 years ago

I C, all you need for melee weapons is the GLM, and the jpg for the models skin. Its up to you, which ever UVMa looks best, I only use decal mapping and box mapping. And only decal on fairly simple things, for more complex skins I use box. Like I said whichever looks best to you.




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#5 13 years ago

so all i need in the folder is the .glm file and the .jpg file of the UVMap?




SithDagger

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#6 13 years ago

Yes, but the GLm has to be attached to the jpg. Hopefully you know how to do that. Then simply fill in the UVMap jpg with the colors you want in thos area's, you could use it as a referance, but I find it easier to simply paint over it.




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#7 13 years ago

and a question for the UVMap, i made one and it showed up with all of the lines of the triangles still on it, do i need to keep those on, or can i color over them?




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#8 13 years ago

ok, but i don't know how to attach the .glm to the .jpg




SithDagger

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#9 13 years ago

oh... If using the GLM exporter for Milkshape: Import the GLm that you will be overwriting, such as the glm in the saber_9 folder, use its tag, assigne the materials from the original glm for your model files, delete the meshes imported from the glm, except for the tags, then export the glm. depending on what folder, we will continue using saber_9 for this example. delet the jpg's in the folder, except for your UVMap, rename your UVMap, saber_9.jpg.




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#10 13 years ago

i imported the glm, but that's about it...i really don't understand this stuff




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