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Yellow_fin
6th Sep 2011, 07:34 PM
Hello

So far i have been playing battleships trying to guess where i should modify an existing dds (think there called normal map?) to fit my meshes its a stupid way to work and never really does the job.

i have made some great stuff like Hondas Asimo robot to replace the standard simbot. also i have made another replacement. you know the statue of the simbot made of a trash can, well i have edited it so it now can be worn. so you see i can mesh but im really having such a hard time with dds files and understanding how to generate one to fit my model.

bloom (legend) pointed out that i needed to use milkshapes texture cordinate thing. i have worked this out sort of. i now have a group with a texture assigned to it. how do i generate a dds (normal map?) or uv map or whatever it is from this? file export> maybe >no

im using:

TSRW

Ps cs5

Milkshape

logically milkshake is where the image map is generated as it is the only 3d part involved

I think im missing something here. i cant find a good tutorial as they are all about using existing dds files and quick meshing. i have been looking around for ages now, maybe im asking the wrong questions. anyway i cant find the answers and have been looking for ages so can sombody wright me a mini tutorial.

thanks in advance

BloomsBase
6th Sep 2011, 10:03 PM
If you can mesh than you also understand how to uvmap the meshparts right?
If not then i suggest to learn how to uvmap your parts first.


When you are satisfied with a mesh and when it is mapped correctly you save the file as ms3d file.
That ms3d file you can open with Lithunwrap and save(export) its uvmap as texture file.

That texture file can be used as a guide wich parts to texture on the DDS files

There are atleast 4 DDS files that needs editing when creating custom stuff.
The multiplier- base texture
specular- texture used to brighten up specific area's
mask- texture wich determines wich areas can be recolored
normalmap(if present)- texture that brings in more depth in specific areas

Yellow_fin
6th Sep 2011, 10:46 PM
"When you are satisfied with a mesh and when it is mapped correctly you save the file as ms3d file.
That ms3d file you can open with Lithunwrap and save(export) its uvmap as texture file"


that was what i was missing. i was just taking it straight back into TSR. i knew there was another step i was missing *face palm*

i have just learned how to add textures but like you said i need lithunwrap. my main problem is with my copy of milkshape, there is a little bug that seems to make texture coordiinator not very responsive and sometimes not do anything at all. quite annoying really.

i have looked at blender as an alternative but i find the gui is insane! i cant make heads nor tales of it.

BloomsBase
7th Sep 2011, 03:38 AM
You dont need to export the uvmap, its just to help you create your textures

The texture coordinator only works after you have assigned a material to your mesh.
If you work on a mesh you exported earlier with TSRW try exporting the original texture that the item had(multiplier texture)
Assigne that texture to your mesh in Milkshape, it will clear things up :)

Yellow_fin
18th Sep 2011, 07:57 PM
you have been so helpfull so far, i just wanted to know how what settings i need to use in lith unwrap. when i load up a model the groups all layer up on top of each other, do i just shrink them down and lay them out in a way that is understandable, or do i use one of the decal settings in uv map options.


im nearly there so just a little bit more help will let me to compleate the backlog of meshes i have made. thanks