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Posted: Sat Nov 06, 2004 8:04 pm
by CIH
um, I don't do fighters myself for that very reason.
Follow IP Andrews' ship creation guide for skinning, or do a search in the forums (here and HLP). They can tell you all you need to know.
Truespace doesn't really do skins, more uv correction as used by medium/large ships.
Posted: Sat Nov 06, 2004 9:06 pm
by karajorma
TS 6.0+ can do Skinning reasonably well though.
Posted: Sat Nov 06, 2004 10:18 pm
by WeatherOp
ok.. thanks

Posted: Sun Nov 07, 2004 5:06 am
by WeatherOp
I hav a problem every time I put my model in lithunrap it don't show anything up. But when I go to show model it shows it. I probley ain't doing something right. Can anyone tell me what it is.
Posted: Sun Nov 07, 2004 5:11 am
by Black Wolf
Lithunwrap doesn't show models (except, of course, in show model mode) but rather it shows UV Data. If you haven't applied any, it won't show anything.
http://underworld.fortunecity.com/pacma ... inglu.html
That should give you a basic overview of how to get Lith to show you stuff.
Posted: Sun Nov 07, 2004 7:38 pm
by Grimloq
my advice is not to use lith if at all possible. its too wierd, and once you memorize TSs layout (not too hard) and know how to use the texture mapping well, you literally dont need lith.
Posted: Sun Nov 07, 2004 9:41 pm
by Vasudan Admiral
That will severely limit
all modeling you do. Lith is close to essential for fighters and bombers that have been made in just about anything but 3ds and lightwave. If you ignore Lith for them, you limit yourself to using tiles, which even with the absolute best model and the best application of said tiles, will give you a mediocre result and usually much worse.
Lith also becomes vastly more important with HTL. With HTL you want to use as few maps as possible to improve performance. So tiling a model no longer just gives you a mediocre result, but it gives you a less efficient (slower) one as well. Not the result you're after if you want cool and efficient ships.
Besideds which, Lith is very simple to use. (I should know. I just recently finished mapping an 8612 poly model, which stands as the most complex thing i've yet UV mapped, and it
wasn't very difficult. 
)
All you need to do is decide which part of a single texture map you want a poly (or usually groups of polys) to use. That's just about all there is to it. Just follow IP Andrews tutorial and you'll get a quite decent grasp on how it all works.
Posted: Mon Nov 08, 2004 6:10 am
by Black Wolf
Yeah. Lith sits at the right han of Max in #D Modelling heaven. Thou shalt respect it.
Posted: Mon Nov 08, 2004 6:17 am
by Taristin
Lith confuzzles me. But It's power does put me in awe, at times.
Posted: Mon Nov 08, 2004 5:14 pm
by WeatherOp
Can anyone tell me where the Material editor and Image browser is in truespace?
Posted: Mon Nov 08, 2004 5:15 pm
by Taristin
button that looks like a painter's pallette.
Posted: Mon Nov 08, 2004 5:21 pm
by WeatherOp
Do you know where the Image browser is?
Posted: Mon Nov 08, 2004 5:42 pm
by Taristin
right click on the material display (The sphere in the box) and then a window on the bottom will open up. Click the pic of a caligari leaf, and it'll change the material to a texture map. Then rightclicking on the sphere up top again will open a text-based file lookup, while left clicking will open up a graphical image lookup.
Posted: Mon Nov 08, 2004 5:58 pm
by WeatherOp
Ok i have just painted and tested my model and it has some problems. So, I will probly just make another model, since I know how to skin them now. And I say the most easy way to skin a model is to paint it in truespace with a freespace texture and the go to Segeltech and change all of it.
Posted: Mon Nov 08, 2004 7:55 pm
by Black Wolf
Raa wrote:right click on the material display (The sphere in the box) and then a window on the bottom will open up. Click the pic of a caligari leaf, and it'll change the material to a texture map. Then rightclicking on the sphere up top again will open a text-based file lookup, while left clicking will open up a graphical image lookup.
Truespace's intuitive and easy to grasp interface in action.
