Fantasy Buildings

You here very welcome, Ploeperpengel. You very help me :) Here in CF rarely somebody help me :(
(you, Geomodder and Chalid only, as far as I can recall)
 
@ Ploe: yeh ive got texporter, thats how i did the .jpg textures. but i just can render the modles with my .dds texture so that i can get them into the nif viewer to show Hroch :(

@ Hroch: no i can generate a dds texture ok, i cant render the modle with the dds texture i make though (it hard to explain :( )
 
@ Ploe: yeh ive got texporter, thats how i did the .jpg textures. but i just can render the modles with my .dds texture so that i can get them into the nif viewer to show Hroch :(

@ Hroch: no i can generate a dds texture ok, i cant render the modle with the dds texture i make though (it hard to explain :( )

I understand already, I think. You have grey model without colors from texture. yes?
If is this your problem, you can convert texture to the targa texture. Nifskope can display model with targa texture on computer without full 3d support. I have it in this way on my computer in work :)
 
yes, when i try to apply the .dds texture the modle goes grey
but it also comes up with an error (see pictures)

the first picture is with .jpg texture
the second pic is trying to render the modle with .dds texture, but getting an error.

what is a targa texture and can you tell me how to make one?

thank you very much for all this help Hroch :)
 

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@ Psychic_Llamas
I have proposal. If you can export your buildings separately as NIFs without texture but with UV layer, I will make your cityset for you of yours components :)

EDIT: If 3Dmax make possible export nif without texture, you can assign texture later in NifSkope or NifViewer. I use NifSkope for majority of work with cityset :) Only separately buildings I make in Blender. NifSkope is very good tool for simply manipulations.
 
Now I flattened out first building and paste to the cityset. Apply texture but your UV layer (in building 1) is differ with texture. I will flattened out and paste all buildings and in the end we will see what with it...
 
I managed until now finished two buildings. Texture is OK for rows. Rest of buildings is bad. I have way, how manage it but it is work. Here is pic
2budovy.jpg
 
thank you Hroch! :thanx:

just a couple of things: with the 2 that you have done, the one on the right is a bit stretched still, along the blue axis, and a bit short along the green axis? and the top part of roof is rotated i think

:confused: i dont understand why they got flattened like that.

thank you for all you help:)
 
No flatened only but rotated in such a way that wall don't go with axis along work with...
I make in Blender and here in the end of work I´m calling "Apply scale and rotations" function.
You work in Max and here will be this function too, I think. You must call this function before exporting to the Nif format. It may be problem, I think.
You can try it, because unstretching some of buildings is as make new... For example first building is after unstretch good only upper row no, as you wrote. Upper row have herself live, I think :)
I will finish set as is (along unstretching and unrotating are a little lost for me original proportions(my error I think)) and after I depict you relatively easy way as make cityset. I discovered this way randomly and is functional. I made by this way 5 citysets...
 
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