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发表于 2011-1-17 16:47:24
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本帖最后由 roro 于 2011-1-20 11:46 编辑
如果出现 不能导出的问题 可能 由以下原因 所致
一、把船模弄成 “可编辑多边形” 然后选择 “面” 找 “多边形材质ID” 就可 实现ID 与材质 对应
二、在材质中 准备三个材质球 01 - Default 、02 - Default、03 - Default 然后 分别设置 漫反 、高光、 凹凸、三个贴图文件
三、 还是用1.1 版本 2.0a就是不能用 - -
四、导出成功后出现了 游戏贴图错误 即 只有模型且是粉红色的 解决办法:
编队颜色主要由 xxx-cl.dds里的alpha来决定的。
论坛上关于 texture那部分的原文英文说明我也看了,他提到的 xxx-da.dds里的R通道与 team color相关,我的理解是这里的R通道控制 diffuse(本色)贴图的强度. 他这里的"team color"是指包含编队颜色的diffuse贴图. 而不象别的game里的编队颜色仅仅是指一个单色。
texture的关系是:
(1) xxx-cl.dds 是diffuse 贴图,它的alpha控制编队颜色,alpha内全白的部分就会由编队颜色完全取代 diffuse贴图。
(2) xxx-da.dds里的R通道用来控制diffuse贴图(也就是(1))的强度。
来源:http://bbs.deeptimes.org/forum.p ... &extra=page%3D2
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你试一下就清楚了。
那段关于texture的英文介绍里实际上是错的。
xxx-cl.dds的alpha控制的是team color,xxx-da.dds的red通道才是specular map(高光贴图)。英文说明刚好弄反了。
下面是刚做的test:
我以alpha字样作为xxx-cl.dds的alpha通道。 以da-Red作为xxx-da.dds的red通道。看图就很清楚了。改出来的船整体有点发黑,船的右部还是能看到alpha字样,那是变黑了的编队色真正的编队色从下边圆形战船可以看到
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这game是把船的材质当作金属材质的,所以它的高光贴图就会影响着“本色”的亮度。
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估计1.10后改过了,难怪我之前的模型到1.10里变的怪怪的发光船体了.....
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TXT版本的行星设置文件有现成的下没 到官网下ForgeTools,里面都有
类似问题:http://bbs.deeptimes.org/forum.p ... &extra=page%3D3
转帖捶大I 'barrowed' this post off the sins forum, I left the posters name on purpose so he gets credit for writing it.
As promised a proper tutorial guide to edit sins textures
By Major Stress Posted September 12, 2007 13:04:07
I wrote this to help fellow modders understand how the texturing system works in sins. It is long overdue.
You will need ether Adobe Photoshop, or Jasc Paint Shop Pro with the nvidia dds plugins, or any image editor that can open, view, and edit the .dds format to view/edit any sins texture. I use Adobe Photoshop 7 to write this. I am assuming modders know how to edit the color channels in an image. BACK UP any Sins texture you wish to edit.
In Sins a particular model can use up to 3 texture sheets with a naming convention as follows.
For example the Kol Battleship uses 3 textures. The primary color texture would be "CapitalTechBattleship-cl.dds". You will also see 2 other textures like "CapitalTechBattleship-nm.dds. This would be the Kols "normal", or "bump map". There is a 3rd texture for the kol called "CapitalTechBattleship-da.dds". This is the texture that makes all the nifty lighting fx, and we will get into that as you read on.
The "-cl.dds": This is the color, or diffuse texture, and one that would show the ships colors as they would normally appear in game. Open the file in photoshop, or paint shop pro, and view the "channels". You have your normal red, green, and blue channels. These channels you normaly dont touch, However you have a 4th channel, an "alpha" channel. The alpha channel represents the "specular map" of the ship in Sins, and it is how the ship gets that shiny metallic look to it. This is a grayscale image. The lighter areas are more shiny with white being the shinyest while dark is dull areas with black as being no shine at all. The Alpha channel is the only channel that would need editing in a "-cl" file after your texture is created.
The "-nm.dds": This is the normal, or "bump" map it is a grayscale image that simulates raised, and lowered areas on the model with shadows that change depending on the direction of the light source. You can create your own normal maps using the nvidia dds tools provided with the plugins. On a bump map white is a raised area. While black is a lowered, or indented surface. Channels do not need to be edited individually since it is a grayscale image.
The "-da.dds" : This is where things get very interesting. The "da" file means "data". As in your luminosity, or light map, team color, "bloom" ,and reflective surfaces. This is an RGB+ alpha image (red, green, blue, and alpha channels) Each channel represents a certain aspect of the model. You will need to view, and edit each color channel individually, because each color channel has a different effect.
The Red channel is the "team color" channel. This is what surfaces should display team colors of your fleet.
The Green channel is your luminosity or light map. This is what areas of your model that should be "lit up" or, illuminating.
The Blue channel is your "Reflective" channel. As in "chrome", or mirror like surfaces that will reflect the space around them just like a mirror.
Finally the Alpha channel. this is identical to a light, or lumiosity map. However the lit surfaces will cast a "bloom", or aura effect around it. As with other images the whiter the surface the brighter with white being the brightest. Darker has a dimming effect with black being no effects at all.
原帖:http://bbs.deeptimes.org/forum.p ... page%3D1&page=2
google 渣 翻译 - -
将英语译成中文
我barrowed'这一关的罪论坛后,我离开的目的,所以他得到海报名字写它的功劳。
作为一个适当的承诺教程指南罪纹理编辑
通过巨大的压力于2007年9月12日十三时04分07秒
我写这家伙游戏模组,以帮助了解如何在罪孽纹理系统的工作。这是姗姗来迟。
您需要Adobe公司的Photoshop乙醚,油漆车间或Jasc与NVIDIA dds的插件,或者任何图像编辑器,可以打开,查看Pro和编辑。DDS格式查看/编辑任何罪恶的质感。我使用的Adobe Photoshop 7写这一点。我假设游戏模组知道如何编辑图像中的颜色通道。备份所有的罪要修改质地。
在捷联惯导某型号最多可以使用3个纹理平版,命名约定如下。
例如,科尔战舰使用3个纹理。主要颜色纹理将是“CapitalTechBattleship - cl.dds”。您还将看到另外2个纹理像“CapitalTechBattleship - nm.dds。这将是Kols”正常“或”凹凸贴图“。有一个叫科尔第三届纹理”CapitalTechBattleship - da.dds“。这是纹理漂亮,让所有的灯光外汇,我们将进入,当你阅读。
在“- cl.dds”:这是颜色,纹理或弥漫性,并会显示一个颜色,因为他们的船只通常会出现在游戏中。在Photoshop中打开该文件,或油漆店专业版,并查看了“通道”。你有你的正常的红色,绿色和蓝色通道。这些渠道你normaly不接触,但是你有一个4信道,一个“阿尔法”通道。 alpha通道代表了在捷联惯导船“镜面图”,它是如何得到的闪亮的金属船舶,指望它。这是一个灰度图像。较轻的地区更符合白色作为shinyest而黑暗是因为没有照耀在所有与黑色沉闷的地区有光泽。 alpha通道是唯一的通道,将需要一个“-氯”文件编辑后,你的纹理创建。
在“- nm.dds”:这是正常的,或“凸点”地图上是一个灰度图像,模拟提高,并降低与阴影变化对光源的方向取决于示范区。您可以创建自己的正常使用NVIDIA DDS的地图与插件提供的工具。在一个凹凸贴图白色是提高区域。虽然黑色是一个降低,或缩进表面。频道不需要单独进行编辑,因为它是一个灰度图像。
在“- da.dds”:这是事情变得非常有趣。 “达”文件意味着“数据”。在您的亮度,或光照图,团队色,“绽放”,和反射面。这是一个RGB + Alpha图像(红,绿,蓝,alpha通道),每个通道代表了模型的某些方面。您需要查看和编辑每个颜色通道单独的,因为每个颜色通道都有不同的效果。
红色通道是“队伍颜色”通道。这是表面应显示你的舰队球队的颜色。
绿色通道是你的亮度或光图。这就是你的模式,应该是“点燃”或照明领域。
蓝色通道是你的“反思”通道。如“铬”,或将镜子一样的表面,就像一面镜子反映他们周围的空间。
最后,Alpha通道。这是相同的一盏灯,或lumiosity地图。然而,点燃表面会投“盛开”,或它周围的光环效应。与其他图像表面的白与白是最亮的更亮。较深有一个黑色的完全没有影响照明效果。
下拉框:DXT5 ARGB 8 bpp | interpolated alpha
右 边 :MIP MAP 把 all 改成 1
然后 执行导出即可
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晚上替换下 TEC船只看看哈 试试泰坦 哈 |
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