![]() ![]() ![]() After that when the game starts it should use your new files. If there is, delete the file (or back-up it somewhere), as this is a package created from the mod. Hm, could you check if in the Mods folder there is a file named. Sorry for asking so many questions, you guys have been very helpful and patient. Is this correct because it sounds like your surgesting that the normal map is responsible for the specular,Īnd what are the alpha channels used for in each texture. The red channel of Special texture is specular intensity, green channel is glossiness, blue channel is illumination and alpha channel has different usage depending on the shader used) Diffuse is the color texture, Normal adds subtle shadowing on the model. (Diffuse, Normal and Special are textures for the model. On a side note this is what it said about textures on he tutorial i found. Now even if my textures were no good why did planet soras textures show ingame still after they had been overwritten, Did the first mod get baked into my save somehow and does this mean we can't edit a mod we have made once you have saved your game with it activated. I then made my own textures and over wrote those textures again. I copied planet Phaeneros textures into my mod folder within the correct file structure then swopped those textures for planet soras textures because i liked them better and it worked fine. I would very much appreciate if this could be explained.ĭo you have a theory on why nothing changed with the planet in game when i over wrote the texture files. Is this wrong, the only tutorial on starpoint gemini warlords planet textures i could find only told you what format to save the cloud textures at. I saved the diffuse as dxt 1 with no alpha, and i saved the normal and the Special as dxt 5 interpolated alpha. They were all saved as 1024x1024 dds images I then placed the three sets of six textures i had made in my planet mod replacing the old files but they did not show in game. I had previously simply swopped one in game planets textures for another as a placeholder to see if it displayed in game from the mod folder and it did. I will study the tutorial you have provided because if there is a better way i should learn it. mabey useing the correct image sise will sort that out. Sorry for the late reply, it seems i missunderstood how the texture streches and what size it needed to be, also i did manage to generate the six images in the end using flexify 2 but there were some minor seams. If you could send a screenshot and a brief explanation to that would give me more info on how-to :) Regarding transparent gaps, this may mean that either you have a texture missing (again, you usually need 4096X3072px for a cross UV to get 1024px each side), to sth is off with alpha channels in your textures. Of course, you'd need to import that mesh in game as well and apply the wanted material.Īlso, another possible trick in the sleeve - if you have a finished model and texture in your 3d program that works well, you can always set up the scene, flip the planet's normals, setup the camera in the center of the planet and render high res cube maps - that can render the planet textures from inwards (6 of them or an equirectangular one - whatever setup you use). You can for instance, model a finished planet sphere, and use a default sphere's UV and then 3d-paint the texture which is usually in 2X1 ratio to get the quality desired. Now, that's a cube cross UV way of doing stuff. Here's a useful link for a tutorial that will explain the concept behind a bit better, the UV, spherizing (subdividing a cube or spherizing it): That means, if you're planning each side to have a texture resolution of 1024px, you need a PSD file of 4096X3072px resolution (4X1024px horizontal, and 3X1024px vertical) to cover the cube all around with the same quality.Īlternatively, you can always cross Unwrap your cube (spherize later) and then use a 3d texturing tool to cover all the seams properly. If you look at a base cross UV (again, if you don't plan on stretching), you're supposed to have 6 sides, which means 4 horizontal (front, right, left, back) and 2 more (top and down). ![]() Now, I'm a bit surprised you're using a 4096X2048px texture, since that isn't supposed to be enough for all six sides, unless you're counting on some texture stretching. Cube cross UV gets the right proportions and quality for every of 6 materials needed. Well, the base of the planet (model) is actually a simple CROSS UV mapped CUBE, so it's quite simple to get the 6 textures right. ![]()
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