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DECAL_questions again (Read 490 times)
Reply #15 - Sep 11th, 2004 at 11:10am

FSEdge   Offline
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Quote:
> 2.Mapped and added Standard Material to the new polygon.
 
I don't quite understand that bit.

This is the process of applying UVW maps and material to the model. There are several tutorials on the web for this if you need further help. A Goggle search should net you plenty of information.

Quote:
> 3.Created a texture in PSP with an alpha channel and saved it as DECAL_.tga and also DECAL_.bmp (to be used in Gmax for placement on the polygon).
 
Colours?  I'm guessing black for the parts I want invisible, i.e. where I want my original texture to show through.

Why both formats?

I don't know how you create your alpha channels? I made the decal this way:
I started off creating a (512X512) 24 bit texture with a base color of gray. I then colored the area of the decal red and added white lettering. From there I merge all layers down and save as bmp. Next I will create another (512X512) 8 bit gray scale with a base color of black. When that is done, I go back to the merged bmp and select all to copy the texture to clipboard. This copy is then pasted into the 8 bit gray scale. After the 8 bit gray scale has the new layer added to its base, I will copy it to clipboard. One more texture is created again (512X512) 24 bit base color black also. I will add the alpha channel to the new texture (I don't know which program you prefer for graphics, and I sense your frustration with my help. So, I won't waist your time trying to explain creating the alpha channel. Unless you want me too.) and past the 8 bit gray scale information into the alpha channel. The final texture is then saved to *.tga to be used in Imagetool later.

I use both formats because the *.tga with it’s alpha channel is dull and discolored in gmax. I don’t much care for this, it just a personal preference thing for me. Either format will work with gmax.

Quote:
Dunno what Imagetool is but I used DXTBmp to do the same.  I don't know what colours should be used for the alpha channel but I'm guessing black again... 


Imagetool is the supplied texture compressing utility that is available in the fs2004_sdk_gmax_setup. I don’t use DXTBmp, so I won’t be of any help to you there.

Quote:
Er, I can't see anything. (?)

It’s hard to pin point your problem, because, you say you don’t quite understand the bit about mapping and materials. It could be that or the way you are choosing your colors for your textures. Since you use DXTBmp I am at a loss.

If you like, you can send the decal texture as a *.bmp and the gmax file that only contains the polygons you want the decal on to me and I’ll se what I can do to help you further.

FSEdge
 
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Reply #16 - Sep 11th, 2004 at 1:00pm

Gnome   Offline
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Ah, I understand about adding the texture map, I was just a little unsure of the terminology.

So, I select the object and then the UVW map modifier yes?
Then in the material editor, add the .BMP (the non-alpha channel one).  Sounds like what I have done.

I apreciate your kind offer to have a look at what I've done so YWHM from Janus Buczeck (he's me).

I'm sure it's something really silly that I've missed.

As to prefered paint programs.  DPaint on the Amiga TBH.  I can't get on with the obsfuscated PC stuff at all but am struggling with Painshop 7 as the files are so large nowadays I can't fit them on the Amiga!  Smiley
 
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Reply #17 - Sep 11th, 2004 at 2:47pm

Gnome   Offline
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<later..., right after emailing Edge, in fact...>

I just thought I'd run through it again, just like I've been doing for the past three weeks or so...

I SWEAR I haven't done ANYTHING differnently to what I've done before.

And it works!

Well I'm flummoxed.

and a little pi**ed off because it looks awful, all 'superimposed' 'n' stuff.  Undecided

So I suppose I had better learn how to paint the bloody models properly...

In the meantime, a LOT later than planned, the amazing Unreal Aviation Tilt-Fan research vehicle will be uploaded later tonight.  Smiley

Thank you ALL for your patience and help, especially Edge and Milton - this is the first model I've made that has suspension that actually works without burying the nosewheel and Milton's tutorial was excelent.

Oh, turns out I have Imagetool, just sitting there, looking all smug and whispering to GMAX behind my back.


Kev
 
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Reply #18 - Sep 11th, 2004 at 3:12pm

FSEdge   Offline
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Cheesy Cheesy

Well, glad to read you have it working now. Grin

I received the email and was getting read to start working. Since you are moving in the direction you want I'll leave the files you sent alone for now, unless you still need me to work on them. Otherwise I am back to working on my MAXScripts. Be sure to post back when the model is uploaded. I will certainly down load it. Wink

Good luck

FSEdge
 
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Reply #19 - Sep 11th, 2004 at 7:36pm

Gnome   Offline
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The files I sent are the ones I have been trying to use for the last couple of weeks so I'm darned if I know why it suddenly works.

Aircraft just uploaded.  Unreal Aviation "Ugly-B", Tiltfan research vehicle.  Should work in FS9 but I don't have that sim so any feedback would be welcome.

Helicopter flight dynamics but FAST and stable (in FS2002), over 220 knots cruise at 70% power.

It's um, different, just for a change.  Smiley

Kev
 
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