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Author Topic: Texturing and packaging.  (Read 14329 times)

CaptJack92a

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Texturing and packaging.
« on: February 07, 2014, 03:05:42 pm »

I'm trying to make an open use misc object package for anyone to use, but I can't get materials and textures to export properly from blender. I can set the color in materials, but can't export the image I am using for the texture, or at least Outerra doesn't want to take it, I don't know what's happening. Is there or can someone make a detailed tutorial/step by step on how to properly export materials AND textures and how to import them to Outerra, then I would also like to know how to export the package to otx.

I am using a .jpg image if that makes a difference.
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DeanosBeano

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Re: Texturing and packaging.
« Reply #1 on: February 07, 2014, 03:32:33 pm »

Hi i will try help but i`m pretty new  but  i also use blender  :)
  usually in blender to save image on blendfile its file > externaldata > unpackfiles to current directory and overwrite or in blender goto uv window and in the tab save image as .

 

 
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PytonPago

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Re: Texturing and packaging.
« Reply #2 on: February 07, 2014, 04:28:23 pm »

Be sure you have the right texture format - pixel size dividable by 4 and file-types according to the wiki - http://xtrac.outerraworld.com/trac.fcgi/wiki/material
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CaptJack92a

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Re: Texturing and packaging.
« Reply #3 on: February 07, 2014, 05:42:57 pm »

I didn't really get the Wiki. It was just a list of styles in which the material and texture can influence the object.
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DeanosBeano

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Re: Texturing and packaging.
« Reply #4 on: February 07, 2014, 05:56:17 pm »

 your question is a little confusing really 
 
 if you have a texture applied properly in blender then you must have the source texture in a folder
 If someone else applied that texture for you and packed it with blend then you need to unpack it

 so either way get the texture  and make it to a >dds  by using a plugin for Cs2 (free from adobe and plugin free from nvidia

if your model is unwrapped properly in blender then import the Dae file  > configure > associate bones etc if vehicle  if its static then import and configure .

 then quit the game engine and goto your outerra folder where your files are  , not the root but the local user files and then open , put the .dds in this folder  and then open the matlib file with text editor

 then  find the correct define where the texture is on like for instance
Code: [Select]
{
"name" : "mymodelsvertgroup", //this will be different
"diffuse" : "1.0,1.0,1.0,1.0",
"Ax" : "0.04",
"Ay" : "0.04",
"m" : "0.14",
"tex_diffuse" : "",/// put here between quotes  nameofyour texture .DDS
"tex_normal" : "",
"tex_env" : "",
"tex_reflectance" : "",
"tex_opacity" : ""
},

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CaptJack92a

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Re: Texturing and packaging.
« Reply #5 on: February 07, 2014, 06:08:44 pm »

WOOT! THANKS A TON!

When I get more objects and bump maps done and refined, I'll release a package of objects for people to use freely.
« Last Edit: February 07, 2014, 06:10:35 pm by CaptJack92a »
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CaptJack92a

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Re: Texturing and packaging.
« Reply #6 on: February 07, 2014, 07:05:50 pm »

Ok, I made the normal map in the format the wiki specifies and exported it using the tool in photoshop, but it's not working as far as I can tell. I tried looking at other materials from other objects, but no luck. Here's what I have.

Code: [Select]

[
{
"name" : "material",
"diffuse" : "185,185,185,255",
"Ax" : "7",
"Ay" : "7",
"m" : "20",
"no_light" : false,
"alpha_masked" : false,
"tex_diffuse" : "lightcolorwoodplanks.dds",
"tex_normal" : "lightcolorwoodplanksnormal.dds",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
}]

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DeanosBeano

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Re: Texturing and packaging.
« Reply #7 on: February 07, 2014, 07:11:26 pm »

Hi sorry im on tablet now so cant be precise
 However if you goto my other thread in textures section , you see I point out a programme ddsviewer

When you save there in bottom corner afer selecting .dds is dropdown , dxt5, 3, 4, bc4 ALI1N etc
 Now get that open your normal map and go wiki here materials it tells you precice what to save as and give hint on ax ay m values , also open matlib for cessna in text editor see what setting it has , if all this fails I dunno maybe yiur normal map has some chanbel problem maybe

If no solution I help tomoz , happy modding until then :)
« Last Edit: February 07, 2014, 07:14:16 pm by DeanosBeano »
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CaptJack92a

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Re: Texturing and packaging.
« Reply #8 on: February 07, 2014, 07:24:33 pm »

I didn't really understand your reply there, and from what I could follow, it didn't help much.
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DeanosBeano

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Re: Texturing and packaging.
« Reply #9 on: February 07, 2014, 07:35:12 pm »

Haha
 Beauty of tablet typing  , I put simple

 http://www.amnoid.de/ddsview/
 Download
Open your texture with it
Save as .dds
In panel that opens upon save as there is dropdown
Select here the same as it says in the material section on wiki for a nirmal map
« Last Edit: February 07, 2014, 07:37:20 pm by DeanosBeano »
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CaptJack92a

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Re: Texturing and packaging.
« Reply #10 on: February 07, 2014, 07:41:06 pm »

Oh no, see I've already done that. the plugin that came with photoshop has that drop down menu which gives me the options for those dds filetypes and one that said normal. I guess I'll try that anyhow.
« Last Edit: February 07, 2014, 07:44:35 pm by CaptJack92a »
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DeanosBeano

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Re: Texturing and packaging.
« Reply #11 on: February 07, 2014, 07:46:25 pm »

 From wiki

tex_normalpath to normal texture (format BC5/3dc2/ATI2)

 If you are positive you saved as that above then ok , unfortunately I can help no more best way is for you  to open in that prog I mentiined and it will tell you what it is
 
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CaptJack92a

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Re: Texturing and packaging.
« Reply #12 on: February 08, 2014, 01:35:31 am »

Program does the same thing my photo shop plugin allowed me, however I noticed while re-reading posts and the wiki that it says 3DC2, I only have 3DC as an option in both photoshop and DDS viewer...

EDIT: Viewer has 3DC+ option, but makes no difference so far.
« Last Edit: February 08, 2014, 01:43:20 am by CaptJack92a »
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CaptJack92a

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Re: Texturing and packaging.
« Reply #13 on: February 08, 2014, 01:51:47 am »

NIX my previous reply.

I've been editing in the wrong file... I was editing a secondary object attached via parenting to my main model, I finally edited the file that affects the WHOLE package instead of just one of the objects. NOW. I have the issue that the darn thing went all dark!

EDIT AGAIN!: I GOT IT! Darn thing! I forgot to empty the values in the individual elements texture handlers before editing the main one!
« Last Edit: February 08, 2014, 01:59:02 am by CaptJack92a »
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CaptJack92a

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Re: Texturing and packaging.
« Reply #14 on: February 08, 2014, 02:14:04 am »

WOOHOO!! FINALLY!
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