weird ship problem

Hello. I am trying to make a mod, with some ships that I have designed. I have gotten one of my ships into soase, and just have to finish the texture.  But I have to problems.

The first is that the fighters starts at a point under the planet, and is so far away that the never makes it to actual planet?

The other is this weird dark line I get, that follows the mesh along the entire ship?  It only appear when I am using my own textures, and not with some from the game.

Here is picture. It is the dark spot that goes along to ship.

Do any have the answers for why this I happening?

 

2,603 views 6 replies
Reply #1 Top

I'm not sure I understand your wording concerning the fighter problem, but I'm betting the issue is that you don't have a Hangar hardpoint on the mesh.  Simply copy a hardpoint that already exists, rename it Hangar, place it in the correct position, and re-export.

The texture problem looks like it could be caused by a UV map that isn't lining up with the texture.  Take a look in your modeling program by loading your texture into the UVW window and compare it to the UV map. 

Reply #2 Top

The fighter problem is beacause the ship doesn't have a hangar meshpoint. You can make one by opening the mesh file as a text file, increase the NumPoints by one, copy the center point and change the datastring to "Hangar".

I am clueless when it comes to textures, so i can't help you there. (oh mystic posted while I was writing xD)

Reply #3 Top

Ups my Hangar meshpoint was spelled with an “e”

But the weird thing is that the ship I symmetrical.  And the UV I correct. And it only happens with the texture I made, but not with the Radiance battleship´s textures?

 

Reply #4 Top

Without seeing the actual mesh and texture files (or pictures at least), I can't give you a specific answer.  What I can say is that the Sins engine doesn't care much for symmetrical textures.  The top of the ship should really be a single UV group.  If it's split down the middle (with each half being shared by a mirrored UV), then you end up with those unsightly seams.

Reply #5 Top

With your UV projections or sub projections, is the top part of the ship at a very obleek angle to the projection? If so you can correct it by making a separate sub projection of that top part of the ship with that projection more at 90 degrees to that of that part of the ship, or looking at the projection as a plane it should be more parallel. Using symetery is fine so long as the projections are correct. A lot of the Sins textures are set up like this.

Good luck with your modding.

Reply #6 Top

Quoting SuperZERO0, reply 5
Using symetery is fine so long as the projections are correct. A lot of the Sins textures are set up like this.
End of SuperZERO0's quote

 

Let me quote this for emphasis. There is quite a bit of mirrored geometery and textures in Sins models, its just that their tangent UVs are setup as a single group and the actual geometery is a single section meaning averaged normals and good tangents.