skies

skies


Replies | Reply | Tomb Raider Level Editor & Utility Discussion Forum

Posted by vagrant on July 02, 2000 at 17:22:20:

In reply to: Re: Sky Pilot posted by Tomb Biker on July 02, 2000 at 15:00:14:

TB, thanks for replying;
re: " but changing the ceiling color didnīt work. I put a deep blue there but there were still holes where you could see the original color. "

ok, but this is a "known" mesh "moveable" in TRviewer?
so, the mesh can be exported to Max...and the info read as to where
it gets it's color's from...? maybe?

as in a few other TR item's, it may be a "thin slice" of another larger
.bmp ...or, it could be a RGB or Pantone color # ...
if that's the case, that's a matter for a programer to find
out "how TR routes color info " from the level file(not the .bmp)..

: Animated textures, wow. I would be glad to have something like that but donīt think that this worx. The color maybe is static because the 'ceiling' is stretched to its center.

if that's the case then. it's a "number" info in the level file, sorry...
but, I'll open up a few of these in Max & see what transpires...

I failed to put the textures around my quad wheels corectly and so I wonīt try this out unless TRViewer or another tool supports adding new textures in an easy way.

ok, this can be done in a "planar" UV mapping mode in
3D Max...You won't even have to go into "multi-subobject" mode...
insted first ...
just go to (@top)"modify object", then..
"UV mapping" in the menu that happens.down below,
select the "Y view" checkbox, down below,check "bitmap fit" ...
then up above again,turn to
the "unwrap UV's?" button..this will show
you your mesh...( screen w/ the mesh in different
angles)depending on what U selected...

ok, you'll have to "get bitmap?" as it asks..
find it(I usually just put that in either the first or second
Material Editor window anyways..store it w/ the file)

bring it up..
then, you'll be able to scale
the wheel mesh(in the side view) to your wheel .bmp..

my simple way of saving this is that this new mapped
.bmp is used in the "difuse" color check box in the Material
Editor...
then, you can hit the UV blue/white checkered icon at top
and the results will show in the viewport(that you're using)..

yes, I agree. it's a hassle. I've found a few good Max tutorials on
skinning textures onto models...
the best ones are from the PlanetQuake site,
(why am I not surprised?) ...

hey, I'll send the URL if interested..
Kev

: TB





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Replies | Reply | Tomb Raider Level Editor & Utility Discussion Forum