Hi all I’m hoping some of you good people can give me some advice and point me in the right direction owing to the overwhelming amount of talent on this forum and superb addons out there.
I’m having a go at creating some add-ons for orbiter, as it’s my first go I thought I would start with something simple like a few space station modules, my first attempt is here: http://www.orbiter-forum.com/showthread.php?t=27122
However the texturing thing is giving me nightmare's, I've found away of doing it but i'm convinced its not right so I'll walk you through what I've done and hopefully someone can spot the error, I say error because it didn't work the first time using one method, and I'm sure the method that works is not the easiest way of doing things.
Ok I’ll start with how I was hoping it would go based on what I’ve read in the forums:
1. Using Sketchup Pro create my model – Done nice and easy.
2. Create my textures as BMP’s (power of 2) bring into Sketchup and apply to model – Done with some trial and error.
3. Export as .OBJ – Done giving me an .OBJ file, an .MTL file and a folder with my textures.
4. Convert Textures to .DDS using the supplied DirectX Texture tool
5. Convert .OBJ to mesh using Obj2Msh, selecting yes to apply a different texture to each group.
6. Create config file
7. Put .dds files in orbiter texture folder, put config file in orbiter Config/Vessels
8. Put .MSH file in orbiter meshes folder
9. Fire up orbiter, from scenario editor load module and MAJOR FAIL!!! NO TEXTURES on model !!!!
When I inspect the mesh file it points to node.dds my mesh is called ‘node.msh’ and was exported as node.obj, when I check the .mtl file it refers to the textures!
So my question is what do I need to do to get the .MSH file to point to the textures?
So this how I ended up doing things which I’m convinced is not the right or easiest way and makes for large file sizes
1. Open the .obj file in UV Mapper pro
2. Organize the UV Map to make for easier painting
3. Save Model
4. Save Template as .bmp
5. Open .bmp in Photoshop and paint as desired
6. On saving flip vertically
7. Convert .bmp to .dds
8. Convert new .obj file created by UV Mapper Pro to .msh
9. Place in relevant orbiter directories and HEY PRESSTO IT WORKS
But all the textures for the model are all in one .dds file (node.dds)
So my next question is, is it possible to make more than one UV map for the same model with different parts of the model on each map with UV Mapper Pro and how do I do this?
My final question is what is the .mtl file for and how do I use it to make life easier for myself?
I have searched the forum for a few weeks now, but there doesn’t seem to be a complete answer anywhere specific to sketchup, I appreciate it’s not the ideal software but it’s easy to learn
I just feel that with more than one .dds per model the same texture could be utilized by more than one model and I won’t have to keep repainting the same thing on every model i.e. docking port etc.
I have read Greg Burch’s tutorial for UV mapping using anim8or, and to be honest I did look at anim8or but don’t feel too comfortable with it yet, so if possible would be happy too find an answer using the software I’m using at present, (Sketchup Pro, UV Mapper Pro & Photoshop)
If anyone can give me some pointers and advice that would be great and much appreciated.
I’m having a go at creating some add-ons for orbiter, as it’s my first go I thought I would start with something simple like a few space station modules, my first attempt is here: http://www.orbiter-forum.com/showthread.php?t=27122
However the texturing thing is giving me nightmare's, I've found away of doing it but i'm convinced its not right so I'll walk you through what I've done and hopefully someone can spot the error, I say error because it didn't work the first time using one method, and I'm sure the method that works is not the easiest way of doing things.
Ok I’ll start with how I was hoping it would go based on what I’ve read in the forums:
1. Using Sketchup Pro create my model – Done nice and easy.
2. Create my textures as BMP’s (power of 2) bring into Sketchup and apply to model – Done with some trial and error.
3. Export as .OBJ – Done giving me an .OBJ file, an .MTL file and a folder with my textures.
4. Convert Textures to .DDS using the supplied DirectX Texture tool
5. Convert .OBJ to mesh using Obj2Msh, selecting yes to apply a different texture to each group.
6. Create config file
7. Put .dds files in orbiter texture folder, put config file in orbiter Config/Vessels
8. Put .MSH file in orbiter meshes folder
9. Fire up orbiter, from scenario editor load module and MAJOR FAIL!!! NO TEXTURES on model !!!!
When I inspect the mesh file it points to node.dds my mesh is called ‘node.msh’ and was exported as node.obj, when I check the .mtl file it refers to the textures!
So my question is what do I need to do to get the .MSH file to point to the textures?
So this how I ended up doing things which I’m convinced is not the right or easiest way and makes for large file sizes
1. Open the .obj file in UV Mapper pro
2. Organize the UV Map to make for easier painting
3. Save Model
4. Save Template as .bmp
5. Open .bmp in Photoshop and paint as desired
6. On saving flip vertically
7. Convert .bmp to .dds
8. Convert new .obj file created by UV Mapper Pro to .msh
9. Place in relevant orbiter directories and HEY PRESSTO IT WORKS
But all the textures for the model are all in one .dds file (node.dds)
So my next question is, is it possible to make more than one UV map for the same model with different parts of the model on each map with UV Mapper Pro and how do I do this?
My final question is what is the .mtl file for and how do I use it to make life easier for myself?
I have searched the forum for a few weeks now, but there doesn’t seem to be a complete answer anywhere specific to sketchup, I appreciate it’s not the ideal software but it’s easy to learn
I just feel that with more than one .dds per model the same texture could be utilized by more than one model and I won’t have to keep repainting the same thing on every model i.e. docking port etc.
I have read Greg Burch’s tutorial for UV mapping using anim8or, and to be honest I did look at anim8or but don’t feel too comfortable with it yet, so if possible would be happy too find an answer using the software I’m using at present, (Sketchup Pro, UV Mapper Pro & Photoshop)
If anyone can give me some pointers and advice that would be great and much appreciated.