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-   -   [TEC] texturing a new 3d model (https://www.subsim.com/radioroom/showthread.php?t=254715)

SwissSubCommander 02-08-23 08:58 AM

texturing a new 3d model
 
Ok, this is going way better than I expected :haha:
As you see, the cablesaw I added to the snout is actually rendered,
but the texture is not loading, I guess I somehow have to add the new model to the uv map?

https://i.postimg.cc/fLxWD6w1/Silent...3-19-42-48.png

Sledgehammer427 02-08-23 11:32 AM

Memory serves this is a map channel issue, I've had it with just about every model I've ever made in SH4 and never figured out how to get through it as someone's always come along and went "here, I'll take it and fix it for you"
Sadly, I cannot do that for you :O:

iambecomelife 02-17-23 09:12 PM

The hull (including net cutter) probably has no texture assigned to its .obj sub-part.

When you open a unit in Silent 3d Editor each object should have a material assigned to it. Each material/texture will have a unique hex identifier, for example the Nippon Tanker has 0xe697a02f802cb46a for the main/external texture. Note the material ID box in the screenshot... if for example I wanted to add a new lifeboat to the Nippon Tanker, after I added the model in Silent 3d Editor I'd need to copy 0xe697a02f802cb46a THEN click on the lifeboat in the tree arrangement to the left and paste that hex id (0xe697a02f802cb46a) as its material.


https://i.postimg.cc/qRZwjmK2/Tut01.jpg
https://i.postimg.cc/mkzwqQ3J/Tut02.jpg
https://i.postimg.cc/V6N49yJY/Tut03.jpg

propbeanie 02-18-23 11:08 AM

Very nice, iambecomelife! Excellent! :yeah:

SwissSubCommander 02-20-23 04:53 AM

Thanks a lot iambecomelife :Kaleun_Salute:
So I have to make the net cutter a separate object and add it to the boat via a node?

JapLance 02-20-23 12:16 PM

When you added the newly built part to the hull, did you add it to the three models (the main one , -uv2 and uv-3)?

And in case you only added it to the main one, did you change the textures needed in the roster file? Maybe the game is still using the ambient occlusion mapping in a model that doesn't support it because there's only one channel.

[Texture 1]
TextureName=data/Submarine/NSS_Sargo/NSS_Sargo_T01.tga
LightmapTextureName=data/Submarine/NSS_Sargo/NSS_Sargo_O01.tga This line is not needed if there's no uv-2 model
StartDate=19380315
EndDate=19430515
Frequency=1

I think I had a similar problem once and it drove me mad for days.

SwissSubCommander 02-21-23 04:41 PM

So :arrgh!:
I opened the node in the editor and tried to add a texture id to the new conning tower. I clicked "add" and added the texture wich it gave me, wich happens to be the default conning skin, so thats handy :O:
I did delete the line wich JapLance pointed out in the roster file since I only edited the first file.
https://i.postimg.cc/bNtMFbKs/Turm-C...3-22-35-35.png

But then!
https://i.postimg.cc/yYK1jVG4/Silent...3-22-34-50.png

The model is still black in game :k_confused:

propbeanie 02-21-23 05:56 PM

Your texture node number has to be lower than the number of the item using it. Click the right arrow > to open your node 2 and 5 and take a screen shot of that, to let others see the construct versus the texture. :salute:

SwissSubCommander 02-21-23 06:00 PM

You mean like this?

https://i.postimg.cc/br3rtrhh/Turm-C...3-23-58-51.png

propbeanie 02-21-23 06:07 PM

Yes, that works. What you need to do though, is assign the texture in the 8 node's section. Remove the link in the 2 node. The texture numbering can stay where it is. That 2 node is basically just a "label", if you will. Someone else might spot something else later.

SwissSubCommander 02-21-23 06:43 PM

I deleted the link in the 2 node...
https://i.postimg.cc/Gt4MVMjT/Turm-C...3-00-42-01.png

...and added it in the 8 node
https://i.postimg.cc/BnBdxV7J/Turm-C...3-00-42-15.png

But the tower is still black...:hmmm:


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