#60530 - iainprice - Fri Nov 11, 2005 1:07 pm
I am currently having a few problems with textures on MD2 models.
I can load and display an MD2 file fine.
I have created the models in Lightwave, converted them using QData but the skins are funny sizes, if I use a tool to stretch the skins to 128x128 and apply them and then convert the pcx files using pcx2tex and load them the textures are still a little unusual.
The colours are fine but the mapping just seems wrong. It's not just stretched or rotated, it seems broken into bits... any advice?
Thanks.
#60554 - mike260 - Fri Nov 11, 2005 6:46 pm
iainprice wrote: |
I am currently having a few problems with textures on MD2 models.
I can load and display an MD2 file fine.
I have created the models in Lightwave, converted them using QData but the skins are funny sizes, if I use a tool to stretch the skins to 128x128 and apply them and then convert the pcx files using pcx2tex and load them the textures are still a little unusual.
The colours are fine but the mapping just seems wrong. It's not just stretched or rotated, it seems broken into bits... any advice?
Thanks. |
Got any screenshot showing the problem?
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#60662 - iainprice - Sun Nov 13, 2005 3:00 pm
I have figured out what is wrong. I have a lwo and I convert is using lw_qdata to an MD2 with a forced skin size of 128x128.
I then convert it using md2todsdl.
I then use the 128x128 skin bin and the md2 bin but the skins are not quite right.
This image shows what is wrong... only half the mesh is being mapped. I have tried using maps of different sizes but still things are not right.
www.geckogames.freeserve.co.uk/problem.jpg
I'm not sure if I have a fault with the version of qdata or md2todsdl....
Has anyone else done similar conversions?
Cheers.
#60709 - blaisef01 - Mon Nov 14, 2005 1:15 am
I don't know if this would be any help but when i wrote my TGA to my own crap DS raw format convertor I found that i had to flip the image so it was upside down before exporting it and in my DS code (i'm using libnds) i had to swap the u and v texture coordinates around.
give that a go and see what happens...
#60763 - iainprice - Mon Nov 14, 2005 4:51 pm
The problem I have is which tool is wrong.
I think lw_qdata is mapping both sides to the 128x128.
I am not sure if the d2todsdl tool is only mapping on side to 128x128 OR if the code I am using to show the MD2 is only mapping one side to the 128x128?????
Any ideas?