Jump to content

Home

New Area Texture problems.


TomsRocc

Recommended Posts

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:

2zf0o0i.jpg

However ingame the textures are stretched so much that they are solid colors:

t6ayoz.jpg

Please help. :confused:

Link to comment
Share on other sites

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. :lol:

 

Its one of those wonderous mysteries of Kotor modding :p

Link to comment
Share on other sites

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 :lol:

Link to comment
Share on other sites

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

ojkzrr.jpg

game:

2hf2pn9.jpg

(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

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

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 :p

Link to comment
Share on other sites

Show off :lol:

 

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 :p

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...