Difference between revisions of "OXP howto texture"

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m (some typos, elaoborate on part 1)
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== Step 1 ==
 
== Step 1 ==
   
Get a good [[List of software|grafic editing software programme]], something a bit more elaborate than MS-paint.
+
Open a good [[List of software|graphic editing application]], something a bit more elaborate than MS-paint.
   
   
  +
=== Custom texture native models ===
   
=== Custom textures from native models ===
 
  +
You can create custom textures for any Oolite native entities, the steps to follow are:
 
  +
*Edit the chosen native texture to your own liking.
You can create custom textures for native entities, the steps to follow are:
 
  +
*Duplicate the chosen ''Xnative_ship''.dat model, and alter the file name. Open the copy in a text editor, and change all referances from ''Xnative_ship''.png to the name of your ''custom_texture''.png.
*Edit the native texture to your own liking.
 
  +
*Create a custom [[shipdata.plist]], with a [[like_ship shipdata.plist example|like_ship]] entry which refers to the original, and place your components into the appropriate folders, making a complete, [[OXP_howto|funcional OXP]].
*Copy and change the native_ship.dat to refer to your custom texture.png.
 
*Create a custom-[[shipdata.plist]], with a [[like_ship]] entry refering to the original and change the filename refered to by [[model]] to your custom_ship.[[dat]].
 
 
   
   
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Repeat this for all AUV's the model uses. Close the AUV-window and rename the texture file in the 'outliner'. Export the file.
 
Repeat this for all AUV's the model uses. Close the AUV-window and rename the texture file in the 'outliner'. Export the file.
 
(note: win-wings does not support PNG-format, use BMP)
 
(note: win-wings does not support PNG-format, use BMP)
 
   
   
 
== Step2 ==
 
== Step2 ==
   
Now edit the file in your grafic software.
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Now edit the file in your graphic software.
   
 
When you are satisfied with your results, save and go back to wings3D.
 
When you are satisfied with your results, save and go back to wings3D.
 
Most probably you have saved under a new filename, so 'import-image' it.
 
Most probably you have saved under a new filename, so 'import-image' it.
 
Now drag the edited texture to it's corresponding AUV.
 
Now drag the edited texture to it's corresponding AUV.
Your texture should now appear on the model (place some [[Lightsources_in_wings3D|lightsources]] first).
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Your texture should now appear on the model (place some [[Lightsources_in_wings3D|light sources]] first).
 
Check if all the various parts line up correctly.
 
Check if all the various parts line up correctly.
 
 
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== Internal Links ==
 
== Internal Links ==
*[[OXP_Howto]]
 
 
*[[OXP]]
 
*[[OXP]]
*[[Wings3D]]
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*[[OXP howto]]
*[[OXP_Howto_textures]]
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*[[OXP howto model]]
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== External Links ==
 
== External Links ==

Revision as of 10:01, 13 February 2006

Step 1

Open a good graphic editing application, something a bit more elaborate than MS-paint.


Custom texture native models

You can create custom textures for any Oolite native entities, the steps to follow are:

  • Edit the chosen native texture to your own liking.
  • Duplicate the chosen Xnative_ship.dat model, and alter the file name. Open the copy in a text editor, and change all referances from Xnative_ship.png to the name of your custom_texture.png.
  • Create a custom shipdata.plist, with a like_ship entry which refers to the original, and place your components into the appropriate folders, making a complete, funcional OXP.


Textures from a wings3D model

After you have created a model, you need to apply an AUV, this defines the way your future texture-file will be stretched accross your model. Use hard edges to mark where to 'cut' the textures.

There are two ways Wings-3D will extract an AUV:

(1) Fold: like a papermodel, the model is folded out to the flat plane of the texture. Can be usefull for small details, but may be difficult to line up correctly.

(2) Projection: the less complicated approach, will project (average normal) the sections unto the texture canvas.

Move around the sections untill you are satisfied. Then create a texturemap from the AUV, do not forget to set 'draw all lines' in the options. Repeat this for all AUV's the model uses. Close the AUV-window and rename the texture file in the 'outliner'. Export the file. (note: win-wings does not support PNG-format, use BMP)


Step2

Now edit the file in your graphic software.

When you are satisfied with your results, save and go back to wings3D. Most probably you have saved under a new filename, so 'import-image' it. Now drag the edited texture to it's corresponding AUV. Your texture should now appear on the model (place some light sources first). Check if all the various parts line up correctly.

Edit the texture some more if you are not impressed with your results, save under the same name and in wings3D select 'refresh' image in the outliner.


Export model

Before you export, make sure the texture images are 'internal'. Export in *.dat-format.

win-wings users:

  • Export in *.OBJ + *.MTL.
  • Rename the texture references in the MTL-file from *.BMP to *.PNG)
  • Open texturefiles and save as *.PNG.
  • Convert the OBJ+MTL files to DAT format.

Internal Links


External Links