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
Last Edit: Nov 13, 2012 11:47:44 GMT -5 by shadow19
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.
Q) What texture sizes and formats are supported? A) Most textures can be up to 4096 bytes in size once converted. This doesn't mean anything to the artist making the textures, so here's some hints about color depths, dimensions, design, etc. - Textures with more than 256 colors can be anything up to 64x32 pixels, that means, for example, 128x16 would also work, while 128x32 would not. - Textures with up to 16 colors can be up to 64x64 pixels in size, so 128x32 would work, 128x64 would not. - Try to make use of grayscale textures, which save space and can thus be rather big - with up to 16 shades of gray, up to 128x64 pixels -, and can still be colorized using the tint options in the room's group settings.
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?