I'm making a map but when i put a texture, that i have made myself, on Zmodeler and put it in some faces and then do all the stuff that's needed for getting the map to MM2 and start the game, my custom textures are shown as white!
EDIT: problem finally solved.I had forgotten to convert my custom textures as .tex files.
Here are some screenshots:
box area:
dishwasher:
oven:
general view:
Screenshots of my first map.
Problem solved. :D Now some screenshots.
- Minapamina
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Screenshots of my first map.
Last edited by Minapamina on Wed Mar 30, 2011 4:24 pm, edited 11 times in total.
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Make sure to add all your track textures in the folder called _Texture, that MM2 City Toolkit has created when you've created the city folders structure. Then, assing the textures moved in that folder to the track materials in ZModeler, export it in .3ds and do the track importing and making in MM2 City Toolkit program; the program will automatically copy and rename the textures in the Texture folder. After, create the .ar file of your track including all the folders except the _Texture one, not needed for MM2, and try it in-game.
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- Minapamina
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I have done all of that but now the textures show incorrectly in the game. I mean that:Make sure to add all your track textures in the folder called _Texture, that MM2 City Toolkit has created when you've created the city folders structure. Then, assing the textures moved in that folder to the track materials in ZModeler, export it in .3ds and do the track importing and making in MM2 City Toolkit program; the program will automatically copy and rename the textures in the Texture folder. After, create the .ar file of your track including all the folders except the _Texture one, not needed for MM2, and try it in-game.
Custom texture number 1 should be mostly black but now it's white with "rinter_l" stripes on it (the mm2's basic road texture i mean)
And custom texture 2 should be like wood but now it looks like stretched something with white stripes.
Both of the textures are 256 color .BMP files edited with paint.
EDIT: here is a picture what I mean:
EDIT2: here is what it looks like in Zmodeler:
- Franch88
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That's meant to be a furniture, right? You can't absolutely make it as PSDL terrain, because it's a complex object to make only as PKG and especially it needs a mapping manually done on purpose with ZModeler.
The textures on the PSDL terrain blocks get automatically mapped in a certain way, depends by the type of the block (ground, road, intersection, etc.). A PSDL terrain, as you can see from the MM2 City Toolkit manual, must only be a landscape with hills and mountain and, if you want, with also roads and intersections made in a right way. All the objects that will make the PSDL terrain must have a certain polygons placements and a low polygons making.
A complex object like that can't be made as PSDL terrain block, because it couldn't work rightly in-game and will have texturing problems, like your image shows. An object like that needs also a manual mapping of the texture that it needs (wood, steel, etc.), that you have to do in ZModeler as you want (here an explaining about objects mapping). And most important thing, it has to be made as PKG object (named PH1_ in ZModeler), with a simple plain PSDL terrain under it (named GROUND_ in ZModeler).
Ok that you've fixed the problem with the textures missing, but I couldn't never though that you're attempting to make a such thing in MM2. The manual of MM2 City Toolkit explains only to make a real city with PSDL terrain landscape and traffic.
The textures on the PSDL terrain blocks get automatically mapped in a certain way, depends by the type of the block (ground, road, intersection, etc.). A PSDL terrain, as you can see from the MM2 City Toolkit manual, must only be a landscape with hills and mountain and, if you want, with also roads and intersections made in a right way. All the objects that will make the PSDL terrain must have a certain polygons placements and a low polygons making.
A complex object like that can't be made as PSDL terrain block, because it couldn't work rightly in-game and will have texturing problems, like your image shows. An object like that needs also a manual mapping of the texture that it needs (wood, steel, etc.), that you have to do in ZModeler as you want (here an explaining about objects mapping). And most important thing, it has to be made as PKG object (named PH1_ in ZModeler), with a simple plain PSDL terrain under it (named GROUND_ in ZModeler).
Ok that you've fixed the problem with the textures missing, but I couldn't never though that you're attempting to make a such thing in MM2. The manual of MM2 City Toolkit explains only to make a real city with PSDL terrain landscape and traffic.
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- Minapamina
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I mapped the textures as shown in the tutorial, but they still show incorrectly ingame.An object like that needs also a manual mapping of the texture that it needs (wood, steel, etc.), that you have to do in ZModeler as you want (here an explaining about objects mapping).
zmoderer screenshot:
In ingame it still looks the same.
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You've done the object manual texture mapping and you've made they as PHx_ objects, that's ok. I have no idea of how they can still look bad textured/mapped in-game, the PKGs are always textured as you've decided, both in ZModeler and in-game. The GROUND_ object has to be a simple plain object under the whole furniture, also not textured.
PM me the file for a my checking of the track .z3d file.
PM me the file for a my checking of the track .z3d file.
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Really nice work, great progress so far, I hadn't noticed it. Better post new posts instead to edit always the first one, so we can check the new progress from your new posts in this topic.
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- Minapamina
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it is not yet finished. I'm not going to be able to do it so much at the summer holiday, because im going to holiday somewhere else.Just saw the first pictures, really nice detail and textures. Keep it up. Hope it's finished.
But the map is still getting bigger and better!
I have made a lot more since my last screenshot posts and i might post some new screenshots soon. Just keep waiting.