I wrote this to help fellow modders understand how the texturing system works in sins. It is long overdue.
Edited to incorporate the changes that came as of patch 1.12, and Entrenchment.You will need ether Adobe Photoshop, or Jasc Paint Shop Pro with the nvidia dds plugins, or any image editor that can open, view, and edit the .dds format to view/edit any sins texture. I use Adobe Photoshop 7 to write this. I am assuming modders know how to edit the color channels in an image. BACK UP any Sins texture you wish to edit.In Sins a particular model can use up to 3 texture sheets with a naming convention as follows.For example the Kol Battleship uses 3 textures. The primary color texture would be "CapitalTechBattleship-cl.dds". You will also see 2 other textures like "CapitalTechBattleship-nm.dds. This would be the Kols "normal", or "bump map". There is a 3rd texture for the kol called "CapitalTechBattleship-da.dds". This is the texture that makes all the nifty lighting fx, and we will get into that as you read on. The "-cl.dds": This is the color, or diffuse texture, and one that would show the ships colors as they would normally appear in game. Open the file in photoshop, or paint shop pro, and view the "channels". You have your normal red, green, and blue channels. These channels you normaly dont touch, However you have a 4th channel, an "alpha" channel. The alpha channel represents the "specular map" of the ship in Sins, and it is how the ship gets that shiny metallic look to it. This is a grayscale image. The lighter areas are more shiny with white being the shinyest while dark is dull areas with black as being no shine at all. The Alpha channel is the only channel that would need editing in a "-cl" file after your texture is created. As of patch 1.12 the Alpha channel now represents the "Team Colors".The "-nm.dds": This is the normal, or "bump" map it is a grayscale image that simulates raised, and lowered areas on the model with shadows that change depending on the direction of the light source. You can create your own normal maps using the nvidia dds tools provided with the plugins. On a bump map white is a raised area. While black is a lowered, or indented surface. Channels do not need to be edited individually since it is a grayscale image. I forgot to mention that the dev's duplicate the Red channel and use it as the Alpha channel. If the normal map has no alpha then the model has wierd effects in game. Just duplicate the Red channel and rename it to Alpha.The "-da.dds" : This is where things get very interesting. The "da" file means "data". As in your luminosity, or light map, team color, "bloom" ,and reflective surfaces. This is an RGB+ alpha image (red, green, blue, and alpha channels) Each channel represents a certain aspect of the model. You will need to view, and edit each color channel individually, because each color channel has a different effect. The Red channel is the "team color" channel. This is what surfaces should display team colors of your fleet. As of patch 1.12, and Entrenchment the Red channel now represents the Specular map of the model.The Green channel is your luminosity or light map. This is what areas of your model that should be "lit up" or, illuminating. The Blue channel is your "Reflective" channel. As in "chrome", or mirror like surfaces that will reflect the space around them just like a mirror. Finally the Alpha channel. this is identical to a light, or lumiosity map. However the lit surfaces will cast a "bloom", or aura effect around it. As with other images the whiter the surface the brighter with white being the brightest. Darker has a dimming effect with black being no effects at all.
This works great to get the Sins model into XSI.
Is it possible to hook up the textures to the model. I followed the Sins guide:Creating the UV Map & Hooking-up Textures to the Model exactly but the textures definitely don't look correct.
The one thing that the guide has differently is the "Planer XZ"in the new XSI 7.5. In the guide is just "XZ". Looks like the same command to me.
Original from PDF
I also noticed the channels being moved in Sins 1.12
Are the Images still hooked to the Phong the same as the guide
I just can't seem to rap my head around the texturing learning curve. The only thing on a computer that makes smoke come out of my ears. Any help would be greatly appreciated.
Edit: I guess a better question is... How can I import Sins models into XSI leaving everything intact?
Yes!
There is no difference between the 2.
It is a little hard to Know what exactly the problem is that you are having, with out going through the process that you have followed or seeing any images of how it turned out. The hardest thing I found personally was the UV's & tangents.
The tutorial in the "documentation" is a little vague when describing what is needed with the UV's and also with the tangents. It just says to adjust them to your liking and that's it. The best thing I can suggest, and which helped me get a grips as to what is needed with these texture editor elements, was the digital tutors videos. The first 1 I purchased was an "Introduction to XSI 6" and really has some good info for modeling. The other which is also very helpful, especially with UV's is the 1 you have posted a link for in you Tutorial post. Really It would be very hard to describe it better than "Digital Tutors" do.There is a lot of helpful info within this forum though. You only need type in "tangents" into the search to find them. They are adjusted in the texture editor same as UV's only I find that adjusting the rotation of individual polygons, or polygon groups is all that is needed. And then smoothing as is described in the documentation.
Hope that helps and best of luck with your modding.
Yes the textures are hooked to the same locations.
you work in 7.5 exactly as you did in 6.0. the guide is still correct.
I found that if you export your mesh from another modeling program to .OBJ format that it will import into xsi almost perfect. All you have to do is hook the textures, add your tangents, and mesh nulls as per the mod documentation.
if you import x format it will mirror the mesh, and the uv coordinates along with it. That could be your problem. solution flip the texture horizontally in photoshop.
Thanks for the tips guys. I shall report back with my progress.
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