PLEASE need help with proper texturing and UVW mapping steps

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
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Rowan





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PLEASE need help with proper texturing and UVW mapping steps

Post by Rowan »

Okay, so here is my problem. Now, I've looked at the various tutorials offered and they do discuss adding textures, but only with objects that are not made from the ground, like a base.

What I am trying to learn is how to add a texture and then use the proper UVW mapping technique. What I have is straight from Kirk's tutorials with a sky box, frame and a canyon floor with mountains all shaped and looking pretty. Now I want to add a mound. So I go into editable mesh and raise up some vertices to make a mound, but I want a rock texture on the sides and the grass left on the top (of the mound).

So here is where I get confused. I have tried selecting the faces surrounding the mound, changing the material ID to 1 (clearing all smoothing groups), and adding a bitmap texture from the Infinity folder (infinity cliff), and then the UVW map (box). But then the map does not export.

I've even tried treating the mound like the base in Kirk's tutorial by selecting all the faces of the mound, detaching the mound, material ID of 1 (clearing all smoothing groups), then adding the bitmap and the UVW map (box), and then linking it to the frame. But still the map doesnt export.

The map will export before I start the modifications to the mound, so I know its got to be something in my steps while texturing.

Can some one please outline what are the steps to texturing, and adding a UVW map, the right type, to part of a map, like a raised section of the ground?
Rowan





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Post by Rowan »

OK, so is this just a really difficult question or have I not followed the right steps to allow responses? Its been close to a week an have had over 20 viewers, yet no responses.

Is this not a forum where beginners can get help???
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FleetAdmiralBacon




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Post by FleetAdmiralBacon »

Don't post the same thing in 2 sections.
I posted an answer in your post in the mapping section.

Since you appear to have done what I said in my answer:
Your problem with exporting is most likely because your models have material IDs that aren't used but still appear.
3ds max (and gmax) loop material IDs so that, in a multi-sub wiht 2 textures, a material ID of 3 will apply the texture of 1.
Unfortunately, blitzkreig says 'wth is this!?' and kills itself, taking 3ds max with it. Fix those up and you should be fine, if not, it's something else.
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Rowan





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in response to...

Post by Rowan »

Thanks again FleetAdmiralBacon. Yea, the problem was not the UVWmap that I was applying, it was that the cliff texture was not under the same sub-material as the rest of the textures in the sky box. Also, thanks for the tip on material ID.

Sorry about the double post.., I was getting desperate.
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SkullzOfZyx





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Post by SkullzOfZyx »

This is a problem i asked a while back, but HOW do you stop the looping, i really need more than 2 textures, this map is tons of bitmaps mashed together that im making from a file i extracted from a different game, any ideas? if your interested i can give you the map file and you can try some stuff, email me at cheezygamer1@gmail.com
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Post by (THS) Btd69 »

In texporter (providing you are using it) in the toolbar on the right, about 1/2 down, theres a selection and a tickbox "select only ID" or similar which will port ONLY that material ID, allowing you to create multiple UVW's for your map/model.
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