
Orrono
Amarr Decadence. RAZOR Alliance
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Posted - 2009.10.13 10:37:00 -
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I¦m sorry I¦m not familiar with this Papakura Designer. Generating Materials is usually very unique in every 3D Software.
But what you should do basically. Choose the desired object and export it (preferable as obj file if your software can import this as 3ds is a pretty much outdated format.. even if you use 3dsmax). In the object folder, next to the object (gr2 file) you will also find a .red file wich is not interresting as it¦s just for the game engine and one or more .dds files. Those are the textures. Copy your exported obj file and the dds files to a single dir, just to have everything you need in one place. Many 3D Programms can¦t handle dds files by default. I suggest you convert them to tga or some format your software can handle (highly recommended you choose a format that can store 32bit .. means color + alpha). http://www.brothersoft.com/dxtbmp-71327.html is a little tool that converts dds files to 32bit tga.
Those dds ending with _d are your color textures those ending with _ngs are normal maps (tangent space... for people who know what they do)
Now you should have one obj file, your model and several tga files, your textures.
Load the object file into your software and create a new material (however this may work in your software). DO NOT apply any UVW Modifier to your object as the coordinates are allready "baked" into the object
Use the converted tga file as diffuse/color map for this material. If your texture now looks wrong you can flip the coordinates as an option in your software (flip U flip V coordinate), if this is not supported flip your texture in an image editing software. Just try any directions until it fits.
This is the easy way and works only for objects that have a single _d.dds texture But many, especially larger objects use Mulitsub Materials. That means an Object has several textures applied to it. A Polygon can be given a specific material id and a Multisub Material represents those id¦s. If a Poly has ID 1, Material 1 of a Multisub Material will be used for this polygon. So in 3dsmax for example you would just "probe" those materials out. Make a Multisub Material with 10 Materials, give them all a unique color and apply it to and Apocalypse model for example. Then you will see wich colors will appear on certain parts of the model. So you know wich ID¦s you¦l need. Then you¦ll just need to test wich texture belongs to wich id. Also just use trial an error to figure this out.
Then if you want the last details, take a close look at the alpha channels of each texture.. also that from the _ngs.dds. One will represent the self illumination another one the reflection/specular amount and one may be used as transparency. But it would go to far in this thread to explain it in detail. As I allready said it highly depends on the software you use how materials are created.
Some of my tests... http://sorceress.netfrag.org/optix/Amarr_Prime.jpg http://sorceress.netfrag.org/optix/s_apoctest2.jpg
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