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Man I hate texturing!


Ryan_

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It seems I am so close each time, but yet so far away.

At one point, I even had a model in Ked with textures,

but for the life of me, I can't do it again.

Why is it that I can't texture in SketchUp?

Do SketchUp exports lose their texture or something?

Why does SketchUp not need UV mapping? Does it do it itself?

Is their an easier way other than Zmod and 3DS/MAX

to texture a model?

Will it cause problems if I make a .col file in 3DS by exporting a

textured model as .col? or must the model be plain mesh?

 

I have read a few tutorials about texturing in 3DS and Zmod. 3DS

seems to be the choice because I also use it to export the .col file.

I got excited when I saw a link to a doghouse modeling tutorial,

but when follow the link I can't seem to find the tut.

 

Any help would be wonderful, thanks for your time.

 

Ryan.

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when you export a textured model from sketch-up it exports the textures with the model (or at least it did for me) but personly once I got the hang of texturing in max (thanks to dertyjerzian) I found it the easiest

and yes, you can export a textured model to use as a col.

Edited by xrk
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Ok, first, thanks for the wicked fast response.

Second, why is it then, people don't/can't textuer in SketchUp

for GTA?

And. thanks for the col info.

 

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you can texture in sketch up its not that hard, maybe people dont (though I thought some did ) because there are better, faster more precise ways to do it like in an app like max.

 

 

 

user posted image

user posted image

Edited by xrk
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Oh, I see. Thank You, Thank You, Thank You.

Oh my god, I am feeling tingly.

 

Edit: I am back in Ked with my textured model, Thank you again xrk.

 

Now, I have a issue with crashing on load. I think it might be the .col file.

When VC loads, what order does it load files?

My bar stops about 70%. I think thats about where the cols are loaded, correct me if I am wrong.

the colfile archive is named testing, the col is named brickbox, the dff is named brickbox, and the txd archive is named testing and the bmp within it is named BrickRed.

Does all this seem proper?

Thanks again for any help!

Ryan,

Edited by Ryan_
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Bit of a bump, but i have made some progress.

My object is invisable in game. It is fine in SU, ZM and Moo mapper, but ingame it is invisable, the collision works fine.

Any suggestions?

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I responed to your quick help question, a quick paste of that info:

 

 

 

Check your TXD. Did you make a whole new one? Used TXD workshop 3.7? If so, all images should be compressed DXT1 and named properly.

Also, make sure they do not call alphas and are not DX3 (DX3 cmpression is for alphas, sometimes TXD Workshop saves them funny/or I accidentally click the alpha bearing checkbox without noticing.).

 

Did you UVW map your object?

 

Also, collision might be right, but it always is. If your model is for instanse setyy at x0,y0,z-10 and the col is automattically at 0,0,0 in rotation and loctation, then it will be -10 below the col file and will end up that far under thecol file. Make sure every object is 0,0,0 and that the picot or axis of that object is centered(for ease) to the object. Once centered, zero it out and try again

 

Hope this helps. It could be the model place or the txd.

 

 

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have you set the draw distance?

 

I have a bad feeling on that, I deleted all my files, but I am doing a quick test now to see. I don't remember setting my draw distance in moo mapper. If i remember right, i should use 250?

and do i have to set any flags in mo mapper? or can i have none?

 

 

Check your TXD. Did you UVW map your object?

 

I made NEW txd's. I tried 2 programs, ViceTXD and txdworkshop 3.7.

In txd workshop it has 3 choices for bit-depth, 24 bit being NOT one of them so Paint is out of the question, so i am using gimp or Ahaview.

As for compression, vicetxd always says DXT1 16-bit, but when did the compression occur? cause I didnt do it. how do i do it? or did i do it? lol

As for uv mapping, I textured my object in sketchup which xrk showed possible.

 

thanks very much for the input guys, everybody gets to take a shot if it turns out to be the draw distance.

Ryan,

 

edit: i forgot to say the textures i am using are rockstar textures exported from their txd's.

question, why are they 24-bit, or why does txd workshop only give options for 8-16-32?

Edited by Ryan_
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OK guys, I think I am ready for it, and I know it is going to hurt so please go easy.

xrk, you the man. I can't thank you enough. The issue was indeed the draw distance.

 

I have been here on this board for years now, I have never felt so much like a noob.

 

Thank you all for your help. With a little more practice, you may see a new modeller emerge, born if you will, right here at GTAForums.com

 

Again, Thank You All, especially you xrk.

 

Ryan.

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hey. just as an added bit of info, you can make a new image in TXD Workshop 3.7 as 32 bit and import mspaint 24 bit bitmaps with no problem wink.gif

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thank you very much for clearing that up for me dertyjerzian.

everything works good now, i made a jump, placed it in kens path and loaded a new game, he hit the jump, rolled the car and the game crashed, perfectly as planned.

Thanks for everything guys.

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haha, as planned?!? eplain how the game was supposed to crash? lol

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because, tommy and ken would die in an explosion before the game even starts. lol

i didn't think the scm would handle it and i was right.

just one of my strange ideas to test my jump.

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lololol awesome.

 

i'm watching you Ryan. Not in a bad way! Wanna help out with Codename Grove soon? Stick around wink.gif

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