texture error


strider_d_3000
08-28-2003, 09:33 PM
i need help i can seem to fix texture errors mostly like on the hand
after i recompile the model it have missing texture like this pic

Dillinger
08-29-2003, 09:10 AM
I'd also like to know how to fix this. I have my 3.1 carbine skin converted, but it messes up the 1.0 hand textures for some reason. :(

08-29-2003, 09:40 AM
you need either milkshape or lithunwrap.

Genie
08-29-2003, 12:18 PM
I'll try and explain.

When you decompile the model, it doesn't decompile it 100%exactly perfect, it rounds the math that is performed so that it decompiles/compiles faster, at the expense of mis-aligned textures.

The only way to fix is to open in milkshape and then select what part is mis-aligned, then go to texture application and try and re-align everything. It can be difficult and tedious work because it almost never is perfect. Move one vertice into the right space and another that's connected to it, goes off the texture. Just tinker until it looks decent.

For a cheaper and faster, if not slightly ugly, work around, hand textures can be enlongated or you can fill in the black area w/ a flesh color. That should fix the hands problem but it will give you somewhat noticable "fix" areas. (where you filled in the texture)

MaRzY
08-29-2003, 12:29 PM
When a model is decompiled and compiled again, the vertex that make up the UV map/maps for each texture, get moved over towards the left hand side, and because of this, the more times the model gets decompiled and compiled the more the texture will become out of line.

What i do to correct this, although there maybe easier ways of doing this, is use milkshape to convert the reference smd files that make up the model into ms3d.files. Then i load each file into Lithunwrap, edit the UV maps and save them. When i've finished doing this with all the ms3d files, i then load them back into milkshape, and then export each one as a halflife smd file over the original smd files i started with, and compile the model again.

Here is a brief guide to using lithunwrap when realigning textures.

Use the materials menu on the right hand side in lithunwrap to select the individual uv maps for editing that make up the model, as shown in picture 1, it also shows how the vertex have been moved over to the left, through compiling and decompiling.

Picture 1 (http://homepage.ntlworld.com/scitzo/picture1.gif)

Make sure you enable select by vertex, which you will find in the menus under select. Now select all the vertex that need moving back towards the right, you can do this by dragging a box around them, or holding down shift will select individual points. like picture 2 shows.

Picture 2 (http://homepage.ntlworld.com/scitzo/picture2.gif)

Then go to the menus and choose edit/move/arbitrary, this will bring up a box that you can use to move the selected vertex. Just use the right arrow button to move the vertex back to there original position, like picture 3 shows, also edit the amount field box for making those fine adjustments if need be.

Picture 3 (http://homepage.ntlworld.com/scitzo/picture3.gif)

The other good thing about lithunwrap is if the same vertex is shared else where on the UV map, it will only select it for that location on the UV map you wish to edit, and not it's shared locations, without having to use the unweld feature like in most other programs.

Download Lithunwrap (http://files.seriouszone.com/download.php?fileid=198)

strider_d_3000
08-29-2003, 12:47 PM
what option i use to make ms3d files from the model?

MaRzY
08-29-2003, 12:58 PM
Originally posted by strider_d_3000
what option i use to make ms3d files from the model?

Just save them using the save option in milkshape, this saves them as ms3d file, which is milkshapes own format.

strider_d_3000
08-29-2003, 01:01 PM
so i do all the smd files one by one or just the hand part??

Genie
08-29-2003, 02:30 PM
depends on what's mis-aligned, if it's the hand only, just fix the hand, if it's the entire gun, adjust the entire gun.

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This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.