.dds ship textures not working...

Custom mods, stories, and artwork based on the Evochron / Arvoch universe.
Ripperjk
Ensign
Ensign
Posts: 13
Joined: Tue Nov 09, 2010 2:04 am

.dds ship textures not working...

Post by Ripperjk »

Ive created a new ship texture (hull2.dds) and followed the customization kit instructions to place it inside a /ship subdirectory within my Mercs directory - yet the texture does not seem to work.

I created a 512x512 bitmap image using the old samples from Legends - and converted it to .dds using 3 different types of converters.

Its a rather simple texture intended for testing purposes but Im not sure what Im doing wrong.

Im guessing there is perhaps, more to the process than Im aware of?

Thanks for any advice =)
User avatar
Marvin
Global Moderator
Global Moderator
Posts: 14373
Joined: Wed Mar 04, 2009 5:47 am
Location: Fallon-Reno

.dds ship textures not working...

Post by Marvin »

Most textures for Mercenary are in PNG format. Those few that aren't are usually in JPEG format. Unless the Customizing Kit specifically says to use DDS files, I'd give PNG a try.
Ripperjk
Ensign
Ensign
Posts: 13
Joined: Tue Nov 09, 2010 2:04 am

.dds ship textures not working...

Post by Ripperjk »

Unless its a typo - this is from the Mercs customization kit:

To replace the default textures for ships in the game, use a directory name of \\ships and use the following filenames:

hull2.dds = Base texture for civilian frames and components (512X512 recommended)
hull2-0.dds = Color option 1 texture for civilian frames and components (512X512 recommended)
hull2-1.dds = Color option 2 texture for civilian frames and components (512X512 recommended)
hull2-2.dds = Color option 3 texture for civilian frames and components (512X512 recommended)
hull2-3.dds = Color option 4 texture for civilian frames and components (512X512 recommended)
hull2normal.dds = Normal map for civilian frames (512X512 recommended)
hull2shader.dds = Specular map for civilian frames (512X512 recommended)
lights.dds = Emmissive map for lights for capital ships
lights2.dds = Emmissive map for lights for Vonari capital ship
mplane.dds = Base texture for military frames (512X512 recommended)
mplanenormal.dds = Normal map for military frames (512X512 recommended)
mplaneshader.dds = Specular map for military frames (512X512 recommended)
ship1_0.dds = Base texture for capital ship hulls
ship1_0normal.dds = Normal map for capital ship hulls
ship1_0shader.dds = Specular map for capital ship hulls
vonari1.dds = Base texture for Vonari capital ship and small ships (also used to define specular)
vonari1normal.dds = Normal map for Vonari capital ship and small ships


Ill certainly give a .png a try though =)
Ripperjk
Ensign
Ensign
Posts: 13
Joined: Tue Nov 09, 2010 2:04 am

.dds ship textures not working...

Post by Ripperjk »

BMP, JPG, PNG - all a no go for hull textures. I suppose with the shader effects its more complex than Legends.
Maarschalk
Captain
Captain
Posts: 7641
Joined: Wed Feb 25, 2009 12:24 am
Location: USA, Also check your six!

.dds ship textures not working...

Post by Maarschalk »

Hi Ripperjk. Welcome to the game and forum. Hope to see you out there some time. I think you have to use a combination of the mentioned files for the textures to work. I know that transparancy was a factor in Legends with applying textures.;):cool:
Arvoch Alliance Stat:


Evochron Legends Stats:


Evochron Mercenary Stats:


Darkness is the absence of Light as Evil is the absence of Good
User avatar
Marvin
Global Moderator
Global Moderator
Posts: 14373
Joined: Wed Mar 04, 2009 5:47 am
Location: Fallon-Reno

.dds ship textures not working...

Post by Marvin »

If the ReadMe says DDS, then DDS is what it should be. Check back every now and then or U2U warsign ... he created quite a few ships and cockpits for Legends and, so far, has released the only custom cockpit for Mercenary. If anyone can help you (other than Vice), it's probably warsign.
49rTbird
Captain
Captain
Posts: 2954
Joined: Sun Oct 28, 2007 10:57 pm
Location: Pinole,Ca,USA,Earth,Orion Spur,Milkyway, Etc.

.dds ship textures not working...

Post by 49rTbird »

Hello Ripperjk, Welcome to the forum and the Sim. See you out there sometime.:)
Explore! Explore! Explore! \"There is no going back (Yet) so Make Today Count!
User avatar
Vice
Administrator
Administrator
Posts: 12227
Joined: Fri Apr 25, 2003 1:38 am

.dds ship textures not working...

Post by Vice »

Is it just showing up black or not rendered at all as though transparent? Did you apply an alpha layer to it before saving it out to DDS?
StarWraith 3D Games
www.starwraith.com | www.spacecombat.org
3D Space Flight and Combat Simulations
Ripperjk
Ensign
Ensign
Posts: 13
Joined: Tue Nov 09, 2010 2:04 am

.dds ship textures not working...

Post by Ripperjk »

Just wasnt showing up at all. No alpha was applied - just made a basic .bmp and converted to .dds. Do they require an alpha map? Been so long since I worked with digital art that I think Ive forgotten everything =P

Ive since read that, if I understand right, the normal and shader maps must accompany it and I had only changed the main texture.

Going to mess around with it again tonight and Ill see if I can make some progress.
Ripperjk
Ensign
Ensign
Posts: 13
Joined: Tue Nov 09, 2010 2:04 am

.dds ship textures not working...

Post by Ripperjk »

Well, Ive put a custom mplane.dds, mplanenormal.dds and mplaneshader.dds file into the \\ships folder and I see zero change - alpha channel or no. Used Nvidia's Photoshop plugin and DDS Converter 2 - although Ill admit, the plugin had so many options I was in over my head.

I would assume, if the \\ships folder overrides the default textures that I would see a texture change, even if it was rendering wrong.

Are default textures applied if the custom .dds files dont meet certain criteria?
User avatar
Vice
Administrator
Administrator
Posts: 12227
Joined: Fri Apr 25, 2003 1:38 am

.dds ship textures not working...

Post by Vice »

Default textures would only be applied if custom ones aren't found. So perhaps it is the ship type? Which ship(s) are you observing to look for the change? The 'mplane' textures are for military frames only.
StarWraith 3D Games
www.starwraith.com | www.spacecombat.org
3D Space Flight and Combat Simulations
Ripperjk
Ensign
Ensign
Posts: 13
Joined: Tue Nov 09, 2010 2:04 am

.dds ship textures not working...

Post by Ripperjk »

I had used the 'hull2' files previously. Used the 'mplane' files this time since Im flying military craft currently.


Just to cover the bases - my ships directory is:

C:\\sw3dg\\EvochronMercenary\\ships

It does seem like the game just isnt seeing the files. According to the customization readme Ive got the right filenames and the right location - just no results. =)


I have a custom sound directory at:

C:\\sw3dg\\EvochronMercenary\\sounds

Games definately seeing my sounds as they're working like a charm.
User avatar
Vice
Administrator
Administrator
Posts: 12227
Joined: Fri Apr 25, 2003 1:38 am

.dds ship textures not working...

Post by Vice »

Ok, if you'd like me to take a look at them, just include them in a ZIP and e-mail them to me.
StarWraith 3D Games
www.starwraith.com | www.spacecombat.org
3D Space Flight and Combat Simulations
User avatar
Marvin
Global Moderator
Global Moderator
Posts: 14373
Joined: Wed Mar 04, 2009 5:47 am
Location: Fallon-Reno

.dds ship textures not working...

Post by Marvin »

Originally posted by Ripperjk

Used Nvidia's Photoshop plugin and DDS Converter 2 - although Ill admit, the plugin had so many options I was in over my head.
:o You're not alone. But I think Save option 3 works better ... then, again, maybe not.
Ripperjk
Ensign
Ensign
Posts: 13
Joined: Tue Nov 09, 2010 2:04 am

.dds ship textures not working...

Post by Ripperjk »

Well whaddaya know. Either I did something a bit different this time or that Save option 3 advice did the trick.

Finally seeing the textures ingame! =D

Now to get to work...
User avatar
Marvin
Global Moderator
Global Moderator
Posts: 14373
Joined: Wed Mar 04, 2009 5:47 am
Location: Fallon-Reno

.dds ship textures not working...

Post by Marvin »

:cool: Glad to hear it. Programs with 2-D masks usually use either option 3 or (IIRC) option 5. Sometimes nothing shows up if you use the wrong option ... sometimes you just get poorer quality (blocky gradients or artifacts). Whenever possible, it's usually a good idea to experiment and take screen shots for comparison., be it 2-D masks or textures for a 3-D model.