Newbie texturing help

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
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EricDB
Posts: 8
Joined: Wed Nov 09, 2005 1:47 am

Newbie texturing help

Post by EricDB »

Here's how my ship looks in Wings3d, with materials:
Image

I'd like it to look that way in my game, but a search of the forum led me to the disappointing discovery that Irrlicht will not load colors from my .3ds model, and I have to use UV texturing instead. So I tried that...here's the awful result:
Image

That's just pathetic. I know there's a better way--please show me the light. With one texture for the whole ship, I just can't make each individual part have its own color with a sharp boundary, like I want. Can I have different textures for different parts of my model? That's basically what I was trying to accomplish by using materials (which don't make it into Irrlicht).

Thanks!
krama757
Posts: 451
Joined: Sun Nov 06, 2005 12:07 am

Post by krama757 »

If you use wings to render the ship does it look like you want?

Can you post the code you used to include the model in the engine?
Guest

Post by Guest »

For a start you seem to not havelighting on that model in game - so it looks flat - the texture you have used is very basic, you need a more detailed texture with those hardlines in - then use a UV UNWRAP rather than a box/planar UVMAP to map it on correctly (like adding stickers to an air-fix kit).


goodluck
EricDB
Posts: 8
Joined: Wed Nov 09, 2005 1:47 am

Post by EricDB »

I thought of something else this morning...haven't had a chance to try it yet. But the main thing (besides not being lit) that's ugly about the textured model is that geometry lines that should have a sharp difference in color (as between the cockpit glass and the frame) instead have a blotchy border. That's because they're adjacent on the texture, and I can fix that by making sure that no differently-colored polys border each other on the texture map, right?
SanderVocke
Posts: 40
Joined: Mon Oct 31, 2005 1:19 pm
Location: Netherlands

Post by SanderVocke »

I guess so, I usually make seperate "groups" in my skin for differing colors. Nice model! It looks a lot like one I just made yesterday for my space game :P.
Image
:shock:
"The shortest distance between two points is always under construction."
- Noelie Alite
bearSoft
Posts: 165
Joined: Fri Apr 01, 2005 9:55 pm
Location: Denmark

Post by bearSoft »

Hallo Eric!! :D
So now you have 'migrated' too :) -or at least expanded to here.
That can only help us here at Irr!
I had problems like the one u describe and solved them -then i posted this

http://irrlicht.sourceforge.net/phpBB2/ ... t=uvmapper
as a respond to a person who also had texturing woes
It is for a 3ds model but the UVmapper part should be transparent.
UVmapper seams limited but it works as a charm and thorougly painted models can look realy nice.
get ur free UVmapper here
http://www.uvmapper.com/
Regards.
Tech: win98se| 320mb ram| abitbe6| 433mhzceleron| atiRadeon7000.64mb| soundblaster125| dx9.0b | devCPP | IRR 0.12.0 |
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