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Texture not shown (beginner)


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Hi everybody.

Firstly sorry for simpliness of question and bad english knowledge.

Yesterday afternoon I decided to make my first, own part for KSP 0.23.

I have no previous modelling and/or modding experience, so I'm an absolute beginner, so started to read.

Already read 500 outdated post, tutorials, and outdated youtube tutorials. Found some "new", too where "teacher" already shows how to import/export models, using Unity.

I tried it 50 times, in 50 different ways/formats. I already had problems with orientations, nodes, etc, but could handle those. Except the texture issue. I can't make textures to be shown in game.

Since I still can't make it work, so dont expect any detailed model. It's just for test.

For testing I used one of original Squad texture to avoid texture format issues.

001_prev.jpg002_prev.jpg003_prev.jpg

All replies are welcome. Thanks in advance.

My files are here to download:

http://files.amalon.hu/ksp/gamedata.zip

http://files.amalon.hu/ksp/test80.blend

Extra-question: I made the model size (diamater) for SIZE1 (1m), but it looks a bit smaller....

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Your .blend is using a texture called test30 but the texture in the folder is model009.tga

Even though you call the model009.tga texture in the config, because there is no test30 image there (the default texture for the .mu), the model is loaded without a texture (and cannot be later replaced using the 'texture =' in the config). So it has no texture in-game

Try renaming the model009.tga to test30.tga in your mod directory, and remove the texture = argument from the part.cfg

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Hi everybody.

Firstly sorry for simpliness of question and bad english knowledge.

Yesterday afternoon I decided to make my first, own part for KSP 0.23.

Extra-question: I made the model size (diamater) for SIZE1 (1m), but it looks a bit smaller....

Your English is perfectly fine. About your extra question.

KSP default part sizes in diameter are as follows.

Smallest. .625 meters.

Standard. 1.25 meters.

Largest. 2.5 meters.

That is probably why they look a little small. I think everyone makes that mistake at first. I know I did.

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Just another question. :)

I made a simple cylinder.

I have an image wanted to use for UV map. It contains top-and-bottom faces, and sides. But this image also contains a text I want to put on cylinder side just like a decal.

This text part have no background. I would like to put this onto another texture.

Since I'm using same texture on side-faces I cant put that text to same texture. Plus side-texture is lower quality (relatively smaller on UV image) and I would like to make the text readable...

How can I do this?

Thanks in advance

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I've done this. Apply the texture you want to have on the model in Blender. UV unwrap. Export that into .png or whatever format. Using an image editor, create or import your text as a new layer. Rotate, scale and position your text on the proper island panel (the cylinder side). If your new texture with text appears distorted when applied back on the model in Blender, try adjusting the proportions of the original text in that layer you started with. I hope that helps.

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Thanks for answer, but my english probably not the best to ask correctly :(

For example:

I already have the textured model. Assume that, it has a metal texture, using 128x128 pixel repeatedly for each faces. (every face using same texture).

Basically I'd like to keep that texture untouched. I'd like to add another texture to the mesh. Over the metal texture. a decal.

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Thanks for answer, but my english probably not the best to ask correctly :(

For example:

I already have the textured model. Assume that, it has a metal texture, using 128x128 pixel repeatedly for each faces. (every face using same texture).

Basically I'd like to keep that texture untouched. I'd like to add another texture to the mesh. Over the metal texture. a decal.

There is no way to do exactly what you want with Unity/KSP (only one uv channel I guess, maybe you can look at that in Unity doc), what you can do to have 2 different resolutions on same texture is to put the main mesh's UV map on a rectangular shape, then another mesh (cylinder cut) move it a little away, when you'll see no "clipping" in 3D program, map this small piece on the remaining room of your UVmap, in order to use the biggest avail space as possible.

So you'll get low-res metal tex, "high-res" text/flag.

Summary:

cylinder map: smallest piece of tex

piece of cylinder: biggest piece of tex

Hope it's clear.

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Yes, It's clear. Thanks for clarify that :(

Just make the part you want to put text on a separate mesh from the rest of the part. Make a couple of loop cuts to segregate the part you want to have text on and select the area and press "P" and click By selection. Now select that part and move it in the UV space. You will have to unwrap some parts again maybe, but that will allow you to have your text on that one side. You could also re unwrap so your part has all unique UV coordinates.

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