Custom Ship Texture Help

Tips, tactics, and general discussion for Evochron Legacy.
Crystaelis
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Custom Ship Texture Help

Post by Crystaelis »

I've had thoughts of making my own paint jobs for my ship in Legacy, but looking at the files included in the custom kit, I have no idea what part goes where. I've only been able to identify what area the cockpit uses for it's part.

Is there some form of template or method to tell how a pattern would look or even be in the correct position besides trial and error?

An example would be if I wanted a flame pattern on a civilian frame; where should I place the flames and at what angle?
Radikal
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Custom Ship Texture Help

Post by Radikal »

This thread shows some good programs to help mod the games. What you want is a good UV wrapper/unwrapper to help edit the textures to .x file.
Misunderstood Wookie
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Custom Ship Texture Help

Post by Misunderstood Wookie »

You will need to use the ship viewer tool included in the modding kit along with the template textures for ships, however it is now possible to individually replace ship frame textures using the ship ID in the texture name. The templates and information is outdated about this and says they are global which they are not as I worked with Vice in getting unique textures implemented as they are useful for custom ship meshes otherwise the mesh creator would have to UV map the global texture to instead of design the ship around a new texture.

I don't have a lot of time present to give much more than this but if you email me directly I will send you a packed zip with the default textures for ships present as I have those the global ones that is. The only problem you will have is that nobody has the source model files for each frame design and or capital so we can't test new textures out of engine you would have to load the game for unique textures unless you also have the model to load in the ship viewer.

Exporting is pretty painless LinthWrap to check the UV's and export the mesh into .X or Import any other format unless you have Autodesk Suite in which case you need a plugin for max to export .x directly out of the modeling suite. Unfortunately the less expensive methods require more trial and error.

Me personally I have access to Photoshop CC and Autodesk Suite, so for textures when I want to see what it looks like I can boot up Photoshop CC and use its 3D solution to import the .X file and load a texture in a new tab apply it this works the same as any UV mapping essentially creates a UV map for the model or overlays a texture on the UV of the model of which I can manipulate in real time and see the whatever I save is saved to the diffuse texture and correctly mapped because I drew on the model itself ;).

If you have Photoshop all you need to know is here https://helpx.adobe.com/photoshop/using ... oshop.html

Without this you are limited to trial and error, though this is not an issue with custom models as you can view those in real time.
Swede
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Custom Ship Texture Help

Post by Swede »

Hey, so I'm having trouble getting my custom textures to be recognized by the game. What could I be doing wrong?
Radikal
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Custom Ship Texture Help

Post by Radikal »

From post: 187940, Topic: tid=12643, author=Swede wrote:Hey, so I'm having trouble getting my custom textures to be recognized by the game. What could I be doing wrong?
The short answer here is "anything".

What textures are you referring to, flight deck (cockpit), hud, ship exterior or something else?
Did you follow the instructions in the customizing kit relevant to what you are working on?
Customizing instructions.
Swede
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Custom Ship Texture Help

Post by Swede »

I'm trying to use new textures for my custom ship mesh. I named the file according to the instructions in the modding guide. It just wont recognize it.
Misunderstood Wookie
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Custom Ship Texture Help

Post by Misunderstood Wookie »

From post: 187943, Topic: tid=12643, author=Swede wrote:I'm trying to use new textures for my custom ship mesh. I named the file according to the instructions in the modding guide. It just wont recognize it.
Got your email :). sent the files along with an example image of how it should look like.

If you need more of a hand I have some time free from Monday +10 EST I can get custom textures and models to load in the ship tool and cockpit viewer.

Does your model load and not the textures or both? You get any errors or what mate?
Swede
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Custom Ship Texture Help

Post by Swede »

So my current status;
My models load in both the viewer and the game. I finally figured out how to get the UVs in my models with blender (I am quite new with textures). However I think I'll have to redo some of that because I forgot to save any maps. :/
Anyways, with the current UVs, the default ship textures load on my model, nice and smoothly too, but wrong textures.
I only tried to replace one texture, the base texture, at a time. It think that might be my problem. When I have time a little later today I will experiment with the files you sent me.
Once I figure that out I will work on painting textures with blender (you can do that right?). Then, v1.0!
If I can figure this stuff out (Im doing all this for the first time) I plan on replacing most of the military frames with Star Wars themed ships... But that's a while down the road... Thanks for your help Wookie!
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Marvin
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Custom Ship Texture Help

Post by Marvin »

From post: 187978, Topic: tid=12643, author=Swede wrote:Once I figure that out I will work on painting textures with blender (you can do that right?).
If you can't do it with Blender (most of the YouTube tutorials say to use a graphics program), you can probably do it with Gimp.
Misunderstood Wookie
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Custom Ship Texture Help

Post by Misunderstood Wookie »

Anytime Swede if you struggle with the other maps just send me any base textures you want maps for I'll batch generate a bunch of good ones and mail em back I have a bunch of pro development tools on my systems so if you think this saves time mucking around with unfamiliar tools all I need is the base (diffuse) and my tools generate the rest :).

If the defaults load it would be due to naming or missing the rest of the maps. You don't have to uv map any other maps other than the diffuse though the engine will overlay them just fine.

Yep I'm sure blender can do it it has model paint support I believe but I didn't spend much time using blender as I'm much more familiar with 3D's Max and PS and MudBox the last one is super handy for model painting.