Scarecrovv
New member
- Joined
- Jul 1, 2008
- Messages
- 26
- Reaction score
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- Points
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- Location
- Coventry, UK
- Website
- www.crowstuff.co.uk
Hey there,
Bored one day I decided to have a look at making a model to pop into orbiter.
I have an old model I made for Celestia allready in 3DS format. So I ran it through Msh_Maker and dropped it in the mesh folder and (using the UFO config files) I ran Orbiter.
Voila. I had a model but no textures.
After a bit of tweaking I discovered that I can't use JPGs - no surprise there. Neither can I use BMPs (in 24bit mode) - bit of a surprise but undaunted I downloaded the nVidia DDS plugin for Photoshop and converted the textures to DDS.
Hooray one ship, textured.
Unfortunately whilst the correct textures seem to be applied to each seperate mesh group, the UVW mapping appears to be completely screwed. It looks as if it's actually inverted.
Any suggestions as to what's going on here?
The model is exported from Studio MAX 8.0. It has 9 mesh groups with a seperate BMP file assigned to each.
The debug.txt file that is created by Msh_Maker references the BMP files but obviously the versions in the Orbiter texture folder are DDS files.
All texture files are either 64x64, 128x128 or 512x512 with no mip maps.
Is this a discrepancy caused by having more than one texture file assigned to the mesh?
Regards
Crow
Bored one day I decided to have a look at making a model to pop into orbiter.
I have an old model I made for Celestia allready in 3DS format. So I ran it through Msh_Maker and dropped it in the mesh folder and (using the UFO config files) I ran Orbiter.
Voila. I had a model but no textures.
After a bit of tweaking I discovered that I can't use JPGs - no surprise there. Neither can I use BMPs (in 24bit mode) - bit of a surprise but undaunted I downloaded the nVidia DDS plugin for Photoshop and converted the textures to DDS.
Hooray one ship, textured.
Unfortunately whilst the correct textures seem to be applied to each seperate mesh group, the UVW mapping appears to be completely screwed. It looks as if it's actually inverted.
Any suggestions as to what's going on here?
The model is exported from Studio MAX 8.0. It has 9 mesh groups with a seperate BMP file assigned to each.
The debug.txt file that is created by Msh_Maker references the BMP files but obviously the versions in the Orbiter texture folder are DDS files.
All texture files are either 64x64, 128x128 or 512x512 with no mip maps.
Is this a discrepancy caused by having more than one texture file assigned to the mesh?
Regards
Crow