shadow
Full Member
Nothing.
Posts: 57
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Post by shadow on Nov 13, 2012 11:46:03 GMT -5
Ok so I try to build my own textures, and in game they are all screwed up like REALLY screwed up, how do I fix this problem with sketchup, or any another 3D editors (Not 3ds max) that I can use to fix the problem.
like on some parts of the building I made the texture is like all clumped up in the corner, and not aligned with the model like I want it
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Post by Secant on Nov 13, 2012 12:15:49 GMT -5
A number of things could be the culprit behind this problem as you describe it; it's hard to say for certain without a picture and/or a better description of how they're messed up, as well as what you're doing in the 3D model to texture them. For what it's worth though, here's a couple of pointers to help ensure your textures will show up correctly. - Textures should be in either bitmap (24-bit, the default saving feature of MS Paint, Photoshop's bitmap exporter for this setting has bugs iirc) or PNG format and should not have any translucency. Absolute transparency is fine but I recall most model to map converters having trouble with partial transparency.
- Most of your textures should be around 32x32 pixels in size, though you can possibly go as high as 32x64 (and 64x32, naturally) without palletizing your texture. If you want to use 64x64 or 64x128 textures, you will need to palletize the image and ensure it has fewer colors on the pallet--I can't recall off the top of my head what these constraints are for each resolution, so in general it's best to stick to 32x32 textures.
- Keep the texture mapping for each polygon reasonable. By this I mean don't have a texture repeat too many times across an individual polygon--usually no more than 20 repetitions will help you avoid this issue. When the UV mapping coordinates get really ridiculous, this can cause a lot of distortions in how it shows up in the final map.
- Make sure when you export your model, you are actually exporting the textures and texture maps themselves. Wavefront objects rely on an mtl file which points to the pathnames for your textures and defines how they are mapped across the polygons; if this isn't showing up, then your textures will not load.
Hopefully that should help some. I can probably give you some better advice if you get some screenshots of the map in SketchUp and after it's been imported.
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shadow
Full Member
Nothing.
Posts: 57
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Post by shadow on Nov 13, 2012 12:27:31 GMT -5
Ok it was my fault I'm kind of ignorant sometimes.
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xdaniel
Full Member
[Mo0:0]
Posts: 90
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Post by xdaniel on Nov 14, 2012 9:09:27 GMT -5
Quoting SO's Readme:
And those aren't SO's limits, but the N64's.
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Post by Jason777 on Nov 14, 2012 10:11:31 GMT -5
Not to go completely off-topic but I noticed that you have one heart in your picture; would you mind giving me the GS code for that?
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shadow
Full Member
Nothing.
Posts: 57
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Post by shadow on Nov 14, 2012 16:27:33 GMT -5
Sure, if you can teach me how to patch it to rom (gonna share anyway, but i need help too).
Anyways I played around with a existing code, and I learned the heart system.
8115E68E 0???
Heart values:
1heart 010 2hearts 020 3hearts 030 4hearts 040 5hearts 050 6hearts 060 7hearts 070 8hearts 080 9hearts 090 10hearts 100 11hearts 110 12hearts 120 13hearts 130 14hearts 140 15hearts 150 16hearts 160 17hearts 170 18hearts 180 19hearts 190 20hearts 200
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Post by Jason777 on Nov 14, 2012 18:44:03 GMT -5
Thanks, I've been looking for a code like that for a long time. Also, check your PMs.
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shadow
Full Member
Nothing.
Posts: 57
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Post by shadow on Nov 15, 2012 6:11:07 GMT -5
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Post by Secant on Nov 15, 2012 12:43:00 GMT -5
After taking a look at the picture and your edit, I'm definitely going to say this texture just repeats too many times. What I recommend if you're just making the map a giant square is to subdivide this square into smaller sections (say, instead of one huge one, split it up in a 4x4 set of squares that line up to form the same overall shape). This will avoid the issue of exceeding the repetition threshold per polygon and only very slightly increase the filesize of the map.
Incidentally, due to the specific texture you're using and the fact that, by default, the N64 and most graphics plugins for emulators of it do not support/enable antialiasing, chances are your texture is going to appear distorted at extreme distances, which can't really be avoided. Perhaps a dumb question, but have you gone to the edge of the map and confirmed the mapping actually differs from how it looks in the model you built?
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