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Blender UV Map
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Topic: Blender UV Map (Read 8210 times)
ff7master
Posts: 42
Blender UV Map
«
on:
2012-10-15 02:56:26 »
Hi to all, I'm having troubles with PCreator and Blender when exporting and importing the UV's. I rename the UV file to .uvw but I onli get a "XXXX.uvw.tga" file :SS
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omega res novae
Posts: 541
previously known as squall8cloud7
Re: Blender UV Map
«
Reply #1 on:
2012-10-15 10:52:31 »
The uvs will be included in the 3ds. Export your model as a 3ds, then using biturn convert it again to 3ds. Youll be able to see the uv when u open the 3ds in pcreator this time
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ff7master
Posts: 42
Re: Blender UV Map
«
Reply #2 on:
2012-10-15 12:57:35 »
Thanks! That worked
PD: Another issue... When I save the file as a battle model, it gives me the *.* file but it doesn't give me the .tex files
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omega res novae
Posts: 541
previously known as squall8cloud7
Re: Blender UV Map
«
Reply #3 on:
2012-10-15 14:46:27 »
if you want to create a tex file, save the image as a .bmp then use img2tex to create it.
if you want to edit a tex file. use image2tex to convert it to .bmp the edit it
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ff7master
Posts: 42
Re: Blender UV Map
«
Reply #4 on:
2012-10-15 15:14:33 »
I want to create it; I've already created with img2tex; but when importing to kimera it doesn't look good
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omega res novae
Posts: 541
previously known as squall8cloud7
Re: Blender UV Map
«
Reply #5 on:
2012-10-15 16:40:41 »
Did u flip the uvs and assign a tex id in pcreator
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ff7master
Posts: 42
Re: Blender UV Map
«
Reply #6 on:
2012-10-15 22:11:47 »
I've flipped the UV's; but I didn't assign a tex id :S
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omega res novae
Posts: 541
previously known as squall8cloud7
Re: Blender UV Map
«
Reply #7 on:
2012-10-15 22:42:54 »
Can u post some screenshots? I dont think u can assign a texture in kimera unless u assign a texture id. In p creator u have to select the model, choose field or battle, flip uvs, open bitmap under file, texture id under edit
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ff7master
Posts: 42
Re: Blender UV Map
«
Reply #8 on:
2012-10-15 22:51:21 »
I've fixed it a little, now it displays one of the textures.
The new problem is that I can't resize the head b/c when I click to resize or reposition it doesn´t let me do anything
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whitERaven
Posts: 399
when the Raven turns white..
Re: Blender UV Map
«
Reply #9 on:
2012-10-16 03:18:39 »
I'm assuming you're in kimera and opened the **aa file..
Try double clicking the head.. this will lead you to the P editor screen.. edit the head then click apply changes then close the P editor.. it should work.
As for repositioning make sure you the part is selected when performing any action such as reposition/resize/rotate
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ff7master
Posts: 42
Re: Blender UV Map
«
Reply #10 on:
2012-10-16 13:44:19 »
Thanks! Thar did the trick!
One more question: How can I make the model use two textures at the same time?
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omega res novae
Posts: 541
previously known as squall8cloud7
Re: Blender UV Map
«
Reply #11 on:
2012-10-16 13:51:06 »
in pcreator when you set the tex id set different tex ids for different pieces.
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ff7master
Posts: 42
Re: Blender UV Map
«
Reply #12 on:
2012-10-16 14:19:54 »
I mean two texs for a piece
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omega res novae
Posts: 541
previously known as squall8cloud7
Re: Blender UV Map
«
Reply #13 on:
2012-10-16 14:23:06 »
youd have to separate them in blender or something. the in pcreator open one, the there should be add to group option. the give each piece a dif tex id
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whitERaven
Posts: 399
when the Raven turns white..
Re: Blender UV Map
«
Reply #14 on:
2012-10-16 15:20:11 »
Why do you need to assign two textures in one piece anyway??
If you just need to apply more detailed textures I guess you can do this thru setting the uv's ..
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Blender UV Map