Eagle transporter [Release] and Mulga MkII[WIP]

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: winston, another_commander

User avatar
spud42
---- E L I T E ----
---- E L I T E ----
Posts: 1576
Joined: Wed Mar 26, 2014 10:11 am
Location: Brisbane,Australia

Re: Eagle transporter [WIP] and Mulga MkII

Post by spud42 »

OK.....

i have made a new .obj file with .mtl . i changed the texture name to MulgaTexture.png and edited the Mulga.mtl file in note++ and changed the texture name to MulgaTexture.png. then i accidentally double clicked on the Mulga.obj file and lo and behold it opened in Photoshop CC !!!! model and texture all OK. I can rotate the model and all seems quite fine , so at this point i think it is safe to say that the Mulga.obj and Mulga.mtl and MulgaTexture.png files are all ok.

And i get the same error message...
File does not provide texture coordinates! Materials will not be exported.
As a laugh i quickly added the ship to a desktop wallpaper i use. done in Photoshop CC .

Image


So...... what do i do now??????
Arthur: OK. Leave this to me. I'm British. I know how to queue.
OR i could go with
Arthur Dent: I always said there was something fundamentally wrong with the universe.
or simply
42
User avatar
Tricky
---- E L I T E ----
---- E L I T E ----
Posts: 821
Joined: Sun May 13, 2012 11:12 pm
Location: Bradford, UK. (Anarchic)

Re: Eagle transporter [WIP] and Mulga MkII

Post by Tricky »

Does the OBJ file reference the correct texture file that is in the MTL file? Or even the same material?
User avatar
spud42
---- E L I T E ----
---- E L I T E ----
Posts: 1576
Joined: Wed Mar 26, 2014 10:11 am
Location: Brisbane,Australia

Re: Eagle transporter [WIP] and Mulga MkII

Post by spud42 »

I think so but i dont have enough experience to be able to understand these files and whats normal or not.

https://app.box.com/s/1bsj0qjwyi07muxcuibj link to a folder with the texture , .obj , .mtl, and the .dat that was the result.

the .obj loaded into the 3D part of Photoshop and had the correct texture so i would infer from that , that the .obj file is correct but who knows???
Arthur: OK. Leave this to me. I'm British. I know how to queue.
OR i could go with
Arthur Dent: I always said there was something fundamentally wrong with the universe.
or simply
42
User avatar
Tricky
---- E L I T E ----
---- E L I T E ----
Posts: 821
Joined: Sun May 13, 2012 11:12 pm
Location: Bradford, UK. (Anarchic)

Re: Eagle transporter [WIP] and Mulga MkII

Post by Tricky »

As far as I can tell from the DAT file, it has converted it properly. Does it load into Oolite? Remember case sensitivity.
User avatar
spud42
---- E L I T E ----
---- E L I T E ----
Posts: 1576
Joined: Wed Mar 26, 2014 10:11 am
Location: Brisbane,Australia

Re: Eagle transporter [WIP] and Mulga MkII

Post by spud42 »

thanks for looking at it tricky. i will set up an OXP for it soon and test it.
Arthur: OK. Leave this to me. I'm British. I know how to queue.
OR i could go with
Arthur Dent: I always said there was something fundamentally wrong with the universe.
or simply
42
User avatar
Stormrider
Deadly
Deadly
Posts: 241
Joined: Sat Jan 25, 2014 2:35 am
Location: At work

Re: Eagle transporter [WIP] and Mulga MkII

Post by Stormrider »

spud42 wrote:
So...... what do i do now??????
Its the hidden faces. You have to map the hidden faces to the texture before you hide them on the model.

1 -- I imported the Mulga.obj to wings (1.5.3) and selected the whole obj and went to unhide faces. At this point wings creates a Cube1_auv in the outliner window which I deleted.

2 -- With the obj still selected I renamed it Mulga-redux and went to UV mapping which brought up your MulgaTexture.

3 -- I deselected the model and went inside and selected the 2 hidden faces to see if they were mapped to the texture. I could not find them on it so I went to UV mapping with the 2 faces still selected.

4 -- I unwrapped the faces and rescaled them so they were tiny and moved them to a corner of the texture that was not used.

5 -- With the faces still selected I right-clicked the texture and selected hide faces, then selected the whole model and went to create texture. This gave me a auv_BG texture which I renamed Mulga-redux-diffuse.

6 -- Finally I actually hide the faces on the model itself and export it.

5:
Image

I hope this helps, I've gotten the <Materials will not be exported> message enough to know how frustrating it can be.

Here is a zip with the redux files I generated if you want to have a look.
Image
User avatar
spud42
---- E L I T E ----
---- E L I T E ----
Posts: 1576
Joined: Wed Mar 26, 2014 10:11 am
Location: Brisbane,Australia

Re: Eagle transporter [WIP] and Mulga MkII

Post by spud42 »

I just recently read a post about someone else who wanted a 75t ship. that was the intention for the Eagle transporter model but it is beyond my capabilities to complete the model to a useable form.

I would still like to see it fly so is anyone interested in completing the model and making an OXZ of it? no holds barred. do whatever you think needs doing to prepare the model for use.
Arthur: OK. Leave this to me. I'm British. I know how to queue.
OR i could go with
Arthur Dent: I always said there was something fundamentally wrong with the universe.
or simply
42
User avatar
cbr
---- E L I T E ----
---- E L I T E ----
Posts: 1422
Joined: Thu Aug 27, 2015 4:24 pm

Re: Eagle transporter [WIP] and Mulga MkII

Post by cbr »

I looked at oogle more details.wings, the model looks already very nice AND recognisable,
seems ready to be obj2dat.py'ed
User avatar
spud42
---- E L I T E ----
---- E L I T E ----
Posts: 1576
Joined: Wed Mar 26, 2014 10:11 am
Location: Brisbane,Australia

Re: Eagle transporter [WIP] and Mulga MkII

Post by spud42 »

the skin is very rough in places. i never could get it to convert to .dat properly. i have neither the time nor the talent to finish it properly. i still have all the files still.
Arthur: OK. Leave this to me. I'm British. I know how to queue.
OR i could go with
Arthur Dent: I always said there was something fundamentally wrong with the universe.
or simply
42
User avatar
cbr
---- E L I T E ----
---- E L I T E ----
Posts: 1422
Joined: Thu Aug 27, 2015 4:24 pm

Re: Eagle transporter [WIP] and Mulga MkII

Post by cbr »

I tried splitting the eagle model up, but wings defaults to some error in the data.
I deleted all but the cargopod box, still saving defaults to an error :(

Seems like the oogle more detail.wings has corrupted data...
User avatar
spud42
---- E L I T E ----
---- E L I T E ----
Posts: 1576
Joined: Wed Mar 26, 2014 10:11 am
Location: Brisbane,Australia

Re: Eagle transporter [WIP] and Mulga MkII

Post by spud42 »

Arthur: OK. Leave this to me. I'm British. I know how to queue.
OR i could go with
Arthur Dent: I always said there was something fundamentally wrong with the universe.
or simply
42
User avatar
cbr
---- E L I T E ----
---- E L I T E ----
Posts: 1422
Joined: Thu Aug 27, 2015 4:24 pm

Re: Eagle transporter [WIP] and Mulga MkII

Post by cbr »

I have now been able to split up most of the eagle in several .wings files.

The separate .wings models (commandpod/sempod/cargopod/landingpod/spine) can be converted to .dat with individual textures.

At the moment i am stuck at converting an engine model, it will not add the texture when saving as .obj
We only need one engine.dat when they are to be added as subentities from the total model.

Combining this ship with subentities will add some possibilities, like shootable engines or a model without the cargopod.
User avatar
spud42
---- E L I T E ----
---- E L I T E ----
Posts: 1576
Joined: Wed Mar 26, 2014 10:11 am
Location: Brisbane,Australia

Re: Eagle transporter [WIP] and Mulga MkII

Post by spud42 »

well done......

i have no idea how sub entities work...
Arthur: OK. Leave this to me. I'm British. I know how to queue.
OR i could go with
Arthur Dent: I always said there was something fundamentally wrong with the universe.
or simply
42
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: Eagle transporter [WIP] and Mulga MkII

Post by Norby »

spud42 wrote:
i have no idea how sub entities work...
Check subentities documentation, and the source code of ships with subentities.
For example this variant of [wiki]Griff Krait[/wiki] complain when lost one.
User avatar
cbr
---- E L I T E ----
---- E L I T E ----
Posts: 1422
Joined: Thu Aug 27, 2015 4:24 pm

Re: Eagle transporter [WIP] and Mulga MkII

Post by cbr »

Couldnt salvage the engines with texture intact,
But made a new uvmap, learned stitching ( handy ! ) while reusing existing texture adding little artistic freedom
Put the .dat's together in a borrowed.plist

ingame screenshot
Image

:D
Post Reply