TomsRocc Posted January 3, 2010 Share Posted January 3, 2010 I was playing KOTOR for a long time now, and ever since i had ideas to do mods. I was thinking a lot what kind of mod to do. I finally decided to do a new area. I wanted to do a crappy, basic area just to test how will it work. In 3dsmax it looks sweet: However ingame the textures are stretched so much that they are solid colors: Please help. Link to comment Share on other sites More sharing options...
Tangster Posted January 3, 2010 Share Posted January 3, 2010 Kotor uses texture maps. You can't use the standard mentalray materials-you need to create textures for each object. Photoshop or gimp can be used. Link to comment Share on other sites More sharing options...
TomsRocc Posted January 3, 2010 Author Share Posted January 3, 2010 I don't understand I used some random area textures from my override folder (possibly from BoS). Im going to look for texture map tutorial now. Link to comment Share on other sites More sharing options...
ROTNR Posted January 3, 2010 Share Posted January 3, 2010 check out uvw unwrapping tutorials as well. Link to comment Share on other sites More sharing options...
disbeliever Posted January 3, 2010 Share Posted January 3, 2010 You need to uvwrap each meshs texture once applied. Its in the modifier drop down Link to comment Share on other sites More sharing options...
Quanon Posted January 4, 2010 Share Posted January 4, 2010 Did you use UVW maps? Or just applied the material/texture to your Mesh? You'll need to add a UVW map, to tell the game how the textures is applied to the Mesh. Else you get this stretchy mess. Though, sometimes, you just get this mess, even if you did use a UVW map. Its one of those wonderous mysteries of Kotor modding Link to comment Share on other sites More sharing options...
disbeliever Posted January 4, 2010 Share Posted January 4, 2010 Yea you cant just put a texture on a mesh for KOTOR an have it work out. Add a UVW map to it, and play around with the options. Id recommend you stick close to the planar mapping or box mapping Even then, you will warp to your area an one part of a mesh will look jacked up sometimes Link to comment Share on other sites More sharing options...
TomsRocc Posted January 4, 2010 Author Share Posted January 4, 2010 Im REALLY confused now. I found out that by resizing the uvmap to huge sizes it will work 0.0 But it bugs me, since the bug affects the uvw unwrap modifier too. How am i supposed to do it if i cant see the result? (In short, 3dsmax UVW map sizes are somehow diffrent than the KOTOR ones) shots: 3dsmax game: (nevermind the glowing sand, i just picked a wrong texture i think) If someone knows a fix for this, please tell. Link to comment Share on other sites More sharing options...
disbeliever Posted January 4, 2010 Share Posted January 4, 2010 scaling textures is never a good idea IMO your saying you cant see results in max? Link to comment Share on other sites More sharing options...
TomsRocc Posted January 4, 2010 Author Share Posted January 4, 2010 I mean i can see the textures in 3dsmax, but ingame they always get UVW'd diffrently. and i only changed the uvmap by selecting the modifier and scaling it. If i change the uv to something big, then in the game it will look normal, but in 3dsmax extremely stretched, so i cant tell how is it going to look ingame without running KOTOR. It works in 2 ways too xD. PS: Im going to try with 3dsMax8, but the official site for NWmax is down, im gonna try a mirror. Link to comment Share on other sites More sharing options...
disbeliever Posted January 4, 2010 Share Posted January 4, 2010 nono You have a mesh, you load a texture into material slot. You apply texture to mesh, the you add uvw map to it. Then you choose planar,face, box etc and apply how much it should tile. Do not scale it at all Link to comment Share on other sites More sharing options...
Quanon Posted January 4, 2010 Share Posted January 4, 2010 Anwser to all your questions, in video no less! http://www.lucasforums.com/showthread.php?t=195385 Also, once you apply the UVW modifier, set it to Planar or Box. Then look to change the U tile and V tile settings. Those controle how many times a texture gets tiled/ repeated on a mesh. Standard its 1 on 1, so using the texture on the whole Mesh. If you change it to U: 2 and V: 2. Your texture will be used 2 times in Width and 2 times in the height of the mesh. You don't need to use the scale tool, on the UVW modifier it self. What can be usefull though is to rotate it. Also hitting the FIT button might be usefull Link to comment Share on other sites More sharing options...
disbeliever Posted January 4, 2010 Share Posted January 4, 2010 Show off Anwser to all your questions, in video no less! http://www.lucasforums.com/showthread.php?t=195385 Also, once you apply the UVW modifier, set it to Planar or Box. Then look to change the U tile and V tile settings. Those controle how many times a texture gets tiled/ repeated on a mesh. Standard its 1 on 1, so using the texture on the whole Mesh. If you change it to U: 2 and V: 2. Your texture will be used 2 times in Width and 2 times in the height of the mesh. You don't need to use the scale tool, on the UVW modifier it self. What can be usefull though is to rotate it. Also hitting the FIT button might be usefull Link to comment Share on other sites More sharing options...
TomsRocc Posted January 4, 2010 Author Share Posted January 4, 2010 Its working now! Thank you Quanon and disbeliever! Link to comment Share on other sites More sharing options...
Quanon Posted January 5, 2010 Share Posted January 5, 2010 Ah, nice to know you're getting good results now I've got this other tutorial about texturing your area: http://www.mediafire.com/?kztyt4mmqh4 It's a word file with pictures. It might be usefull, though it's written a bit for people who know their way around 3Ds Max a bit. Link to comment Share on other sites More sharing options...
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