Derspegn on 6/7/2015 at 22:18
I am really new to importing custom textures, but after reading Hatching-a-plan's GIMP tutorial ( (
http://www.ttlg.com/forums/showthread.php?t=123402) ), I imported an image palette from GIMP and loaded it into Dromed. In the Object Hierarchy under Object-->Physical-->Vegetation-->Bushes I added "cactus" as the object, then Edit-->Add-->Shape-->Model Name-->cactus. I can create the cactus in Game Mode without a texture. The GIMP textures went under Thief2\Obj\fam\custom, and I loaded that family into the palette. Edit-->Add-->Texture-->Index-->421 (Texture number). I added it to the title "A cactus", and it was subsequently added (not by me) to the subdirectory "cactus." However, the texture is not being applied, even when I create a new cactus. Did I miss something here?
Inline Image:
http://i.imgur.com/fRJcC6U.jpgInline Image:
http://i.imgur.com/nklqWO9.jpg
gamophyte on 6/7/2015 at 23:02
Anyone else feel free to answer, I am walking out the door at work. I will check back, if no one answers when I get home I will answer it. It will be about 30 min.
Xorak on 6/7/2015 at 23:13
The answer is simple, the texture sits in obj\txt16 and do nothing with it. I think I mentioned in another post, if you're adding object textures to the palette you're going down the wrong path completely. Not to mention, a folder like obj\fam\custom will never be recognized by Dromed as a folder that should exist, so of course it isn't finding the texture.
Derspegn on 7/7/2015 at 00:03
Quote Posted by Xorak
The answer is simple, the texture sits in obj\txt16 and
do nothing with it. I think I mentioned in another post, if you're adding object textures to the palette you're going down the wrong path completely. Not to mention, a folder like obj\fam\custom will never be recognized by Dromed as a folder that should exist, so of course it isn't finding the texture.
The mesh was originally .3ds and had a .jpg texture. I converted it to .bin with Blender, and wanted to import a custom texture. However, when I saved the .jpg as a .gif or .pcx, it wasn't being read. Would I then need to UV map the .gif in Blender prior to the .bin conversion so it gets translated properly?
LarryG on 7/7/2015 at 00:11
A texture for Thief needs to have sides which are each a power of two in length: 256 x 256, 64 x 128, 512 x 128, etc..
The texture needs to be specified in the 3ds file you used to make the bin. You can't change the name of the texture once you made the bin, except for capitalization. (Well, you can, let's not get into that today. That would just lead you astray.) So if your original jpg texture was MyThingy.jpg and you converted it to mythingy.png, you are fine. But if you are trying to use HisThingy.png, you need to edit your 3ds file to use HisThingy first. Then make your bin. Got it?
Just put the bin into your OBJ directory and your texture into your OBJ/TXT16 directory. If you can't get that to work, you are doing it wrong.
R Soul on 7/7/2015 at 00:40
No, you don't need to remap a texture if you're just converting the format. And you don't need that texture index property.
Blender is a bit weird about textures. The texture you can see (texface) is not necessarily the one referenced in the material (which Dark Exporter needs). I think it's something to do with Blender being designed to render complex scenes with fancy effects, so this inconsistency is perhaps a feature to allow a simple texture to be shown to improve performance while editing. That's just a theory, so don't quote me on that.
There's a plugin that helps a lot, called Material Utils. Install that, and then you can set up and assign materials, then press Ctrl Q and select Material to Texface. Then you can run the exporter again and things should be okay.
ZylonBane on 7/7/2015 at 02:00
Quote Posted by gamophyte
Anyone else feel free to answer, I am walking out the door at work.
Thank you for granting everyone else permission to post.
gamophyte on 7/7/2015 at 03:59
Quote Posted by ZylonBane
Thank you for granting everyone else permission to post.
You really don't see why? Just like take another minute or so.
FireMage on 7/7/2015 at 04:54
Quote Posted by R Soul
Blender is a bit weird about textures.
About this, I can tell you that it actually just depend on your version.
Previous Blender 2.66, I remember that you just needed to select the face of the texture you want to texturize and Drag & Drop your texture on it. If a material exist on this face, exporting it into 3ds will do the trick. But it has the cons to generate many materials not always useful that can be broken sometimes.
Since a couple of year I'm working with Blender 2.66. And with this one, you just have to apply material and in the material's properties, add a simple texture. Dragging and Dropping the texture on the object have the lonely use to make you able to preview the in-game render and set easily the UV.
I although don't know if it has changed in newest versions. But I don't complains with 2.66 so, I still use it...^^
About the materials properties, I don't understand why some modders want to add rigity or anything else because it have nigh no impacts in-game ^^' Just the texture to apply is kept. Even the lightning or the transparency are ignored! xD I'm obliged to set it in the .e file...
So, if the problem is not the textures size, the extension, or the folder. Then I will advise you to take a look to your .e version of your cactus. If you don't have any lines talking about your materials at the beginning of your file (you can open and edit .e file with notepad with no problems), it means that you failed on your export to 3ds and needs to check if you have applied your material correctly and set the texture at the right place.
You can although see in the .e file that your material can just be strangely written down. It can occures if your material have a special caracter in it name, or if it name or texture name is too long. Normaly, if the material is correct it may looks like this in the .e file:
Number of your material,
"Name of your material",,TMAP "Name of your texture.It format",lightning (0 as default),
TRANSP Integer that represent the percent of Alpha transparency (0 as default);
What I set in bold is always written down like this, even the ',,' which is not a mistake. I don't know if these can be filled/replaced, but I don't know what could replace them, and what could they do. But it is another question! ^^ Just know how to guess if your material is correct or wrong to avoid bad surprise while you are converting! B)