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Foolproof TEXTURING Tutorial

Posted: Mon Mar 27, 2006 11:25 am
by Lord-Bandu
Theres loads of ways to texture your models but not all of them work for SWBF1/2 for some reason. So, here is a way that works:

1. Make your model.

2. Unique UV's ( in the drop down menu at the top , click on Property> Texture Projection> Unique UV's

3. Select the polygon (hotkey = U) you want to have 'texture A' then press Ctrl+L ...this will turn your selected polygon white.

4. Get Texture ( in the drop down menu at the top , click on Render> Get Texture. Click on image. Click yes on the pop up.

5. The texture editor pop up will now appear....click on New and navigate to texture A . this will apply 'texture A' to your selected polygon.

6. Press Alt+7 and arrange your polygon/s (make use of the subprojections) onto the 'texture A' as you want. Close the 2 pop ups

7. Change 1 of your 4 views to Texture Editor and do nothing else apart from Edit > Freeze.


Repeat steps 3 to 7 for Texture B , C , D , E etc etc etc etc.


Exporting - Create a null at 0,0,0, and keep it there. In the Exploror view name it Dummyroot and put all your models in it .

Branch select (middle mouse click) the Dummyroot - this will select all the important stuff inside the null.

Export.




I guarauntee this way works.

RE: Foolproof TEXTURING Tutorial

Posted: Mon Mar 27, 2006 12:40 pm
by drummerzoid1
wow, thanks!

RE: Foolproof TEXTURING Tutorial

Posted: Mon Mar 27, 2006 1:17 pm
by Leviathan
Off-topic : I guess you would have wished to place this thread among all other "Stickies" present in this GameToast forums' section, Bandu', and that's why it is now the case... :wink:

RE: Foolproof TEXTURING Tutorial

Posted: Mon Mar 27, 2006 1:53 pm
by Lord-Bandu
Cheers Lev

Posted: Tue Mar 28, 2006 10:57 pm
by n1nj4
Why do you select unique UVs? It opens up a pop-up, so what do I do, being the only option is to close the window again...

Posted: Thu Mar 30, 2006 6:58 pm
by general_yoda
i think taht is a good 7 step plan Lord-bandu :wink:

Texturing tutorial

Posted: Thu Mar 30, 2006 7:05 pm
by Lord-Bandu
Iv made a few alterations but I cant edit my post cos it was moved from the other xsi forum ...


Streamlined slightly to 6 steps.


1. Make your model.

2. Unique UV's ( in the drop down menu at the top , click on Property> Texture Projection> Unique UV's . Close the pop-up

3. select the polygon (hotkey = U) you want to have 'texture A' then press Ctrl+L ...this will turn your selected polygon white.

4. Get Texture ( in the drop down menu at the top , click on Render> Get Texture. Click on image. Click yes on the pop up.

5. The texture editor pop up will now appear....click on New and navigate to texture A . this will apply 'texture A' to your selected polygon.

6. Press Alt+7 and arrange your polygon/s (make use of the subprojections) onto the 'texture A' as you want then click EDIT > FREEZE (this will freeze your texture in place so if you wanna scale up/down your model later the texture will stay in place). Close the 2 pop ups




Repeat steps 3 to 6 for Texture B , C , D , E etc etc etc etc.


Exporting - Create a null at 0,0,0, and keep it there . In the Exploror view name it (Dummyroot or whatever you want) and put all your models in it .

BRANCH SELECT (middle mouse button) the Dummyroot (or whatever you named it) - this will select all the important stuff inside the null.

Export.




I guarauntee this way works.

Posted: Fri Mar 31, 2006 2:01 am
by n1nj4
hmm.....I'm trying that method with the xsi mod tool, and exporting it via milkshape to bconstructor, but my textures aren't showing up...maybe there is something wrong with my textures....textures always were a pain...

Posted: Fri Mar 31, 2006 2:11 am
by Lord-Bandu
It'll be the exporting process . your textures are getting lost somewhere along the line . If there are any import options make sure your keeping the UV's /texture. also you need to have those textures somewhere in the program for them to show.

I know pretty much nothing about milkshape or bcon as far as textures go tho'

Posted: Fri Mar 31, 2006 8:42 pm
by n1nj4
I've now used xsi foundation to do this, and i have used your tutorial, but the textures still don't work (I'm using the pandemic addon that comes with the swbf2 modtools to export in .msh format) I think it's a problem with my textures, because I used a texture from the game and it works...but I can't possibly imagine what is wrong with my 24-bit tgas.

Posted: Sat Apr 01, 2006 12:14 pm
by Leviathan
Off-topic : Lord-Bandu, do you want me to substitute the content of your first message by the one you've posted after, in order to make things less "confusing" and easier for GameToast members browsing this thread ?...

Posted: Sat Apr 01, 2006 5:10 pm
by n1nj4
Off-topic: Krun, I'm not a total noob. You have already told me that and of course, I have done that. I do not need things repeated.

Posted: Sun Apr 02, 2006 10:48 am
by Leviathan
Off-topic : To return on your problem, dast, I would like you to upload both the texture coming from Star Wars Battlefront II and the custom one you've used in Softimage|XSI Foundation so as to apply them on your own mesh...
So, I will see what can be done to make the last one working properly...

Posted: Sun Apr 02, 2006 3:12 pm
by n1nj4
Off topic: Not needed...I have solved my problem through alternate methods...

Way off topic: (I don't think there is another way to change my horrible username besides making a new account, is there?)

Posted: Tue Apr 04, 2006 1:10 pm
by Leviathan
Off-topic : dast, if you really wish to modify your current GameToast Account's name, then you should send either a Private Message or an e-mail to our great "Jawa Administrator" - Also known as guru - about this request... :wink: