The Very Basic of Texture Palettes

Information and tutorials related to modding BF2.
danpoor
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Joined: 2009-09-03 02:13

Re: [Static Object Tutorial] The Very Basic of Texture Palettes

Post by danpoor »

I am using 3ds max 9. I go to pick texture in the top right corner of the uvw unwrap edit window. Pick a texture and cant find the common_1_c texture I applied to the model in the list.
danpoor
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Re: [Static Object Tutorial] The Very Basic of Texture Palettes

Post by danpoor »

So what ive heard is I can just covert it to a bitmap and do it that way, and load it into the uvw unwrap back ground.
Rhino
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Re: [Static Object Tutorial] The Very Basic of Texture Palettes

Post by Rhino »

Please no useless posting and yes some people still do use Gmax, mainly people getting into modelling since its free.

Danpoor you should be able to simply select bitmap image, then select it to load a .dds file.

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menedger
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Re: [Static Object Tutorial] The Very Basic of Texture Palettes

Post by menedger »

can prompt why mistake on 14% because of created by me object?
please

excuse me for my english

I current to learn english
Last edited by menedger on 2009-10-29 07:41, edited 1 time in total.
Tim270
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Re: [Static Object Tutorial] The Very Basic of Texture Palettes

Post by Tim270 »

first go (without dirt etc yet) with a random crappy model

http://img222.imageshack.us/img222/8804/testdz.jpg
Last edited by Tim270 on 2009-12-03 19:03, edited 2 times in total.
Rhino
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Re: [Static Object Tutorial] The Very Basic of Texture Palettes

Post by Rhino »

its a start :D
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Tim270
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Re: [Static Object Tutorial] The Very Basic of Texture Palettes

Post by Tim270 »

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Shandy
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Re: [Static Object Tutorial] The Very Basic of Texture Palettes

Post by Shandy »

I have a problem.After texturing position of textures is c:/program files/ea games/battlefield 2/mods/bf2sr/objects/weapons/handheld/g3a3/textures/g3a3_c.dds I can't use this weapon in game.
lucky.BOY
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Re: [Static Object Tutorial] The Very Basic of Texture Palettes

Post by lucky.BOY »

Rhino, that link for POE 3ds max tools seems to lead to a hacked web, so I downloaded them from moddb. I have version 0.30 from there, is it the latest one?
POE2 3DS Max 9 BF2 Tools download - Battlefield 2 Game - Mod DB

-lucky
Rhino
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Re: [Static Object Tutorial] The Very Basic of Texture Palettes

Post by Rhino »

v0.30a is the latest, dunno if the above link is that version or not.
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Mineral
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Re: [Static Object Tutorial] The Very Basic of Texture Palettes

Post by Mineral »

it seems i'm having trouble with the texturing :) Mayby I'm to much of a newbie at this to do it, but I really want to try it out. This is where i'm stuck, at the UVW mapping, the tutorial says to use freeform mode to select the part of the texture you want to use. But I can't seem to figure out how to do so. so, this is what I do:
1. I select the faces
2. apply a Unwrap UVW modifier
3. use a new texture, picked BITMAP, selected the one I wanted
4. changed the settings to yours
5. stuck at the freeform one. (can't get to this :http://img16.imageshack.us/img16/9827/0 ... 042835.jpg)
Any help could be appriciated, I might get stuck further down probably , but I really want to try to make some basic European statics.
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Rhino
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Re: [Static Object Tutorial] The Very Basic of Texture Palettes

Post by Rhino »

drag a box around the bit you want to UV or ctrl+a (select all), then you can move them about.
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Mineral
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Re: [Static Object Tutorial] The Very Basic of Texture Palettes

Post by Mineral »

thanks, got a bit further now, started with a new, more simplistic model. However, I seem to be having trouble with trying to export a first draw into bf2 editor. When I try to export it, 3dsmax says: Undefined root type! should be one of these: BundledMesh, StaticMesh,...

However, I am pretty sure I'm doing the right thing, cause I have done it before. The differences with the previous model I exported was : my own created textures(base,detail,bump), a imported model (a ATM machine, free model found on the web, but then edited to make it more simplistic) and for the other part nothing different. Did the steps: selected the entire model, pressed StaticObjects, set all my settings to the one of the screenshots, but still get this error.

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lucky.BOY
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Re: [Static Object Tutorial] The Very Basic of Texture Palettes

Post by lucky.BOY »

Can you post your hierarchy? Right click into viewport-> unihde all, then click on Select by name (left from select and move). You should get a list, similar to this:

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You might not have any LODs or cols yet, but first 4 lines should be similar.
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Mineral
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Re: [Static Object Tutorial] The Very Basic of Texture Palettes

Post by Mineral »

lucky.BOY wrote:Can you post your hierarchy? Right click into viewport-> unihde all, then click on Select by name (left from select and move). You should get a list, similar to this:
[/IMG]

You might not have any LODs or cols yet, but first 4 lines should be similar.
I might have fixed it by unhiding all :) thx, but it seems there is still something wrong with my hierarchy, but that might be because i clicked 'staticMesh' a billion times.

edit: didn't fix it, I just forgot to select an object this time. Still the same problem
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Amok@ndy
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Re: [Static Object Tutorial] The Very Basic of Texture Palettes

Post by Amok@ndy »

use / to point to your output folder and not \

though there still could be more wrong
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lucky.BOY
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Re: [Static Object Tutorial] The Very Basic of Texture Palettes

Post by lucky.BOY »

Wow. You have the mesh split in multiple objects, dont you? Shouldnt be a problem, but i think you need to set it up correctly.

First i would SAVE it, then go through that maze of objects and delete everything that is not a visible part of your mesh, so you end up with just the model. I would advice naming the things you have comprehensively, like you have Box02 to Box12 and Object01 to Object 24 in there, if its part of the house, try to name it so you know what it is.
More importantly, as Rhino does it in his other tutorial, you have to attach everything to the main mesh, and name the main mesh correctly (explained right on the start of LODs part of the tut).

Hope you can solve it :)
Rhino
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Re: [Static Object Tutorial] The Very Basic of Texture Palettes

Post by Rhino »

your hierarchy is totally messed up. A staticobject should be one object for each lod (although iirc it is possible to have different objects, its not a good move as it doesn't do anything for the object other than give it extra draw calls....

Delete all your helpers, attach all the objects to one object (not to mention they all need to be welded together to stop zfighting and save lightmap space) and then re-do your hierarchy via the wizard.
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Mineral
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Re: [Static Object Tutorial] The Very Basic of Texture Palettes

Post by Mineral »

I am back on this, figured everything out, but it seems my color layer gives a bit too much color :) I thought the color layer was only used at distance when it's not rendering the detail layer? But if I stand next to it in the editor the color layer makes everything too green.. Should I not use a color texture then? Or am I not understanding this again? :p


edit: my detail texture is almost the same as this,
http://farm8.staticflickr.com/7005/6611 ... ec9e_z.jpg, so you see that my color texture just makes everything too green?
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Amok@ndy
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Re: [Static Object Tutorial] The Very Basic of Texture Palettes

Post by Amok@ndy »

use your detail texture on the color layer and everything is fine
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