Help the tutorial does not fully explain texturing.

  • Thread starter Thread starter Crossdresser
  • Start date Start date
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Crossdresser

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what directory is your .blp suppost to be in?

and

how do i have my model look in that directory?
 
First, I refere to the 'Adding Materials' tutorial, which is seperate.

Then we look at the part about editing the textures.

If I edit the MDL, and call the texture:

Code:
Bitmap {
        Image "Textures\Peasant.blp",
    }
Bitmap {
        Image "BlackWhite.blp",
    }

Then inside the world editor import manager, you would change the custom path of the blp's to "Textures\Peasant.blp" and "BlackWhite.blp".

A common technique is to use a texture that ALREADY exists in warcraft (like a door, building, spear, etc).

Then you don't have to import anything. Just edit your textures to match the original path of that texture.
 
ok i set my image in the script to tjleaves.blp
then i imported tjleaves.blp and made the custom path the same as te scrips path.

but still my model is invsiible.
 
SD_Ryoko said:
First, I refere to the 'Adding Materials' tutorial, which is seperate.

Then we look at the part about editing the textures.

If I edit the MDL, and call the texture:

Code:
Bitmap {
        Image "Textures\Peasant.blp",
    }
Bitmap {
        Image "BlackWhite.blp",
    }

Then inside the world editor import manager, you would change the custom path of the blp's to "Textures\Peasant.blp" and "BlackWhite.blp".

A common technique is to use a texture that ALREADY exists in warcraft (like a door, building, spear, etc).

Then you don't have to import anything. Just edit your textures to match the original path of that texture.


hey ryoko, is it possible to have two units with the same model but different textures in ROC editor?
 
SD_Ryoko said:
In the import manager?

For the model no.

For all textures, it must match what it says in the model.

This is your own model, right? That your making?

It COULD be invisible because of how you did your textures, and how you did it inside the model.

1. I MADE A TEAPOT IN GMAX.
2.I RAN THE DEXPORT SCRIPT.
3. I GOT THIS.

Version {
FormatVersion 800,
}
Model "Teapot" {
BlendTime 150,
}
Sequences 1 {
Anim "Stand" {
Interval { 0, 960 },
}
}
Textures 1 {
Bitmap {
Image "",
ReplaceableId 1,
}
}
Materials 1 {
Material {
Layer {
FilterMode None,
static TextureID 0,
}
}
}

4. i DO NOT KNOW HOW TO FILL OUT THAT SPACE BETWEEN THOSE QUOTES.
5.I SAVED AS A .MDL
6.I CONVERTED TO .MDX
6.I IMPORTED MY .MDX FILE INTO THE IMPORT MANAGER
7.I IMPORTED A SKIN.

NOW WHAT THE HECK DO I DO?
i STILL DONT GET HOW YOU CAN JSUT PUT THE NAME OF THE IMAGE IN AND IT WILL ISNTANTLY FIND IT.
AND WHAT ARE THE DIRECTORIES!!!!
 
Nareg said:
hey ryoko, is it possible to have two units with the same model but different textures in ROC editor?

Not easily. You would need two models, one that calls for each texture.

The only way I can think of, is using 'animated textures'. Like the demon hunter has stand alternate, attack alternate, etc. You would have all those 'alternate' animations using the second texture.
 
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