Can't get a skin/texture on a vehicle
by Tom Kidd · in Torque Game Engine · 02/20/2002 (9:00 pm) · 10 replies
I have a small, robot vehicle I modeled in MilkShape. I put a small 32x32 bitmap on him like so:

But when I get him into Torque, he's all black (This is after the head revision of 02/16/02 - I didn't bother to skin the wheels)

Just to see what was up with it, I ganked an image from GG.com and tried it instead:

Once again no dice, but now the robot is all white. Almost ghostlike.

I've been pulling my hair out about this for a few days. I've tried different kinds of material names (Skin, Material01), different kinds of files (jpg, bmp, png), different kinds of color depth, different scales (though I haven't made the actual model "bigger") - nothing.
I've seen people on here with the same problem and people with no problem. Please help!
Schnapple

But when I get him into Torque, he's all black (This is after the head revision of 02/16/02 - I didn't bother to skin the wheels)

Just to see what was up with it, I ganked an image from GG.com and tried it instead:

Once again no dice, but now the robot is all white. Almost ghostlike.

I've been pulling my hair out about this for a few days. I've tried different kinds of material names (Skin, Material01), different kinds of files (jpg, bmp, png), different kinds of color depth, different scales (though I haven't made the actual model "bigger") - nothing.
I've seen people on here with the same problem and people with no problem. Please help!
Schnapple
About the author
#2
After you assign the texture to a group of faces (not vertices, but faces) use the Texture Coordinate Editor, select an appropriate view in the combo box there (in this case, use 'top'), then hit the 'remap' button, then go export it.
02/20/2002 (10:38 pm)
Try this:After you assign the texture to a group of faces (not vertices, but faces) use the Texture Coordinate Editor, select an appropriate view in the combo box there (in this case, use 'top'), then hit the 'remap' button, then go export it.
#3
Kenneth: tried that :(
Schnapple
02/21/2002 (4:41 am)
Stefan: These shots were taken instantly after the level loaded. No relighting done.Kenneth: tried that :(
Schnapple
#4
Or does it even look like that if you save the mission and completely restart it? Then I really don't know :-(
02/21/2002 (5:27 am)
Err, yep, you SHOULD try relighting the scene in the torque world editor... "F11" - "Edit" - "Relight Scene".Or does it even look like that if you save the mission and completely restart it? Then I really don't know :-(
#5
Schnapple
02/21/2002 (6:09 am)
I'm pretty sure I did do the relight scene thing at least once with no results, though I can try again when I get home from work.Schnapple
#6
sorry
02/21/2002 (6:22 am)
no, there's no need to relight... relighting is only for interiors, etc... if you add a vehicle you shouldnt need to relight... its like creating a new player etc... those shapes dont need relightning... not sure about the problem thosorry
#7
Schnapple
02/21/2002 (1:16 pm)
Alrighty, here's another angle: see those buttons that say "Ambient", "Diffuse", "Specular" and "Emissive"? See those two little sliders? What's up with all these? I read the MilkShape Exporter supports "Diffuse Textures" - how is this related?Schnapple
#8

Schnapple
02/22/2002 (8:20 pm)
Well I discovered something quite by accident this evening - if I skin the wheels, then the torso of the vehicle shows a skin. However, now the wheels are pitch black. Perhaps this is a bug (since I've seen Tim Gift acknowledge he hadn't skinned a wheel yet). Perhaps I need the latest head revision. Oh well, here's a screenie:
Schnapple
#9
I'm using the latest head revision and the Milkshape exporter and I came up with a new bot but I'm having the problem again. Please help! I'm going nuts!
03/20/2002 (8:16 pm)
No! I'm having the problem again!I'm using the latest head revision and the Milkshape exporter and I came up with a new bot but I'm having the problem again. Please help! I'm going nuts!
#10
Curiously, before I discovered this I made some interesting discoveries, among them the fact that when the skin material is the second material in MilkShape, the upper-left-most pixel covers the entire model.
I'll drop the fine MS2DTS exporter author a line telling him what I discovered.
Schnapple
03/25/2002 (6:39 pm)
Okay folks, I figured it out. As it turns out, the material you use to be the texture/skin has to be FIRST in MilkShape which, since I modeled the model with "opt: scale=0.1" being the workaround scale material, kept the skin from being first, which was sort of counterintuitive.Curiously, before I discovered this I made some interesting discoveries, among them the fact that when the skin material is the second material in MilkShape, the upper-left-most pixel covers the entire model.
I'll drop the fine MS2DTS exporter author a line telling him what I discovered.
Schnapple
Associate Stefan Beffy Moises