skinning

guitar89

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I had problem make my model had its own colour(non-team colour), but it follow the team colour. I test to make texture on it but it still goes on teamcolour. It seems that the script exporter didn't export the texture out of gmax. Hope someone can help me about this and teach me the step to export properly from gmax.Please and Thank You.
This is my script :

Version {
FormatVersion 800,
}
Model "" {
NumGeosets 1,
NumBones 1,
BlendTime 150,
MinimumExtent { -99.3695, -99.784, 0.0 },
MaximumExtent { 100.198, 99.7838, 70.0849 },
BoundsRadius 157.824,
}
Textures 1 {
Bitmap {
Image "",
ReplaceableId 1,
}
}
Materials 1 {
Material {
Layer {
FilterMode None,
static TextureID 0,
}
}
}
Geoset { // "Cone04"
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Builder Bob

Live free or don't
Reaction score
249
I can't help you with your gmax script, but I can tell you what you need to modify in your .mdl.

Code:
Textures 1 {
Bitmap {
Image "",
ReplaceableId 1,
}

This is the part you need to modify. Remove the line with ReplaceableId 1 and fill in the path to the texture you want to use between the "".

Here's an example:
Code:
Textures 1 {
Bitmap {
Image "Textures\yourTextureName.blp",
}

Make sure Textures\yourTextureName.blp exists in your map. The path you need to use is the one you set for your skin in your import editor. When you import a texture it's war3mapImported\yourTextureName.blp by default.
 

guitar89

New Member
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If i do that, will it really go in World Editor with the right position (UVW Unwrap). I think that is just add in the texture simplily, how to put it nicely(in the position i want) ?
 

guitar89

New Member
Reaction score
0
yeah, it adjust properly in Gmax. So i adjust the path of the picture then should be done and ok ? and my Image Extractor cannot convert my picture to .blp, it said "Subscript out of range", dunno how to fix it.
 

Builder Bob

Live free or don't
Reaction score
249
if it's adjusted properly in gmax it should also be right in war3 as long as you use the same texture there, yes.

I use War3 Model Editor for converting .mld/.mdx .tga/.blp

After you've opened a .tga in the War3ModelEditor, you can extract the image through Windows -> Texture Manager -> Right Click -> Export -> save as name.blp
 

guitar89

New Member
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Thank for your help, i think thise will help me done it. Can't use computer for long time, my brother wants it. By the way, Nice to meet you. I will tell you my result next time,hehe.
 

guitar89

New Member
Reaction score
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i made 2 thing with that way, my pyramid become white(i dunno why is it white) with my pyramid.blp picture. But my Ice works nice(just my egde isn't nice) with ice blue colour. The differents between 2 is that pyramid's script is very short(maybe because less geoset), my Ice's script very long(many shapes and geoset), pyramid's picture is big and i select with UVW unwrap, Ice's picture is very small and i didn't use UVW unwrap just apply and the whole ice same colour.

I kinda switch computer, i'm using my mom's laptop for now.
 

Builder Bob

Live free or don't
Reaction score
249
Glad it's working out for you, even though it's only some of it.

I can't think of why the pyramid won't show the texture right. UVW unwrap is supported by war3. You could try using the UVW map (if they're the same as in 3dsmax) modifier and see how that turns out though.

And nice to meet you too ^_^
 

guitar89

New Member
Reaction score
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Thanks. If the UVW has no problem deal in it, i think is the texture problem.
The Ice's Picture i take from warcraft and my pyramid is normal picture, does it matter( like need alpha layer or wat )?
 

guitar89

New Member
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I test again the pyramid's texture with blizzard(warcraft)'s picture(brown floor with stones), it works(but position is not wat i want). So I tried with using GIMP edit the unwanted area(romove the stones, only left the brown floor) of the warcraft's picture and i converted to blp, i change the bitmap's path name and test the map, it become white pyramid again. Kinda hard to think off that.
 

duyen

New Member
Reaction score
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I test again the pyramid's texture with blizzard(warcraft)'s picture(brown floor with stones), it works(but position is not wat i want). So I tried with using GIMP edit the unwanted area(romove the stones, only left the brown floor) of the warcraft's picture and i converted to blp, i change the bitmap's path name and test the map, it become white pyramid again. Kinda hard to think off that.

Did you add an alpha channel?
 

guitar89

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not actually added, i'm not really understand it although i read through ppl's tutorials. if i add alpha layer, i need to put my picture in alpha ? or alpha layer just empty ?
 

Builder Bob

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Just leave the alpha layer white when you want a solid texture.

Depending on what filter mode you use, white/gray/black areas will affect the image differently (transparancy, etc.). If you want to add team color you'll also have to use the alpha channel to define that with gray/black areas.
 

guitar89

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I test again the pyramid's texture with blizzard(warcraft)'s picture(brown floor with stones), it works(but position is not wat i want). So I tried with using GIMP edit the unwanted area(romove the stones, only left the brown floor) of the warcraft's picture and i converted to blp, i change the bitmap's path name and test the map, it become white pyramid again. Kinda hard to think off that.

<---------------------- that one ,you know how to explain ?

you mean to create a white alpha layer ? how exactly do in GIMP ? those tutorials makes me confused:confused:
 
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