The linked article gives a very good account of setting up a model for GC2. From there I've made a saucer hull, by tracing a side view with a line and then lathe into a saucer. And I've set up a material with three submaterials (one diffuse png and two placel-holders).

But when I go ingame, the texture doesn't seem to work. I get the proper color for engine exhaust where I mapped it., and also the areas that I marked for player trim color get their color. But the main area seems somehow missing; it grabs a texture when I click on other hulls and uses that.

Any advice?

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This post, https://forums.galciv2.com/355497 

and this  Importing ship modelsb and with Stardock's included example ship .X file was enough to figure it out; thanks!

There's a few settings in the Panda Exporter that need a tweaking:

1st tab (3DS max objects)->Output Options: Check mesh definition, check materials, UNcheck inline. This makes the materials definitions near the top of the .x file, so it's easy to make sure it's got the right png filename.

3rd tab (texture & fx files)->Texture Conversion:  Click option Convert texture map, UNcheck use full path, format as PNG, and I pick aways overwrite without asking. One less popup in the universe is a good thing. Sometimes. 

Where were we? Oh yea, X File Settings tab, DX filetype. Pick text for now so you can browse it for bug hunting and the like.  Coordinate System: Check left-hand axis. Your thumb is X, your pointing finger is Y and your butt scratching middle finger is zzzzz. Anyway, if you set it then then 4/6 of the direction viewports are correct. The only oddity is the window 'Front' has you staring forward from the back, like a passenger. And of course 'Back' produces the mirror universe where Commander archer joins forces with a harem of Orions to rule the universe.

They have an 'About' tab, but just between you and me? It doesn't work. And I've asked a bunch of times. "What's it all about?" 

Taaaaa   |-)