So im kind of new to modding but I think i have the grasp of the basic concepts and techniques of it. I am trying to create custom planet textures and the forums here has proven to be a real BIG help. But heres the rub, I am trying to figure out the deal with how the - cl .dds files are laid out:
Whats the deal with how this is laid out? I take that the Cross shape somehow textures onto the planet, while the 4 corners are thrown away? And how can you translate this texture to an XSI Sphere texture projection.
What I would like to eventually do is have a planet modeled (textured) in XSI and then output that to the crazy cross format listed above. Does anyone have any ideas?
PS. is anyone else having problems viewing the .mesh textures in ForgeTools3 ReferenceData?
Your creating planets? If so your welcome to join a mod project Im working on. The mod Hopfully will have 100+ planet types so I could use some help. The trick is to create the image in the shape of a cross, you dont make the corners.
anyway if you want to join my mod just say so
soasertsus
Sure Im down to help, just pm me and I'll send you my primary email.
Do you know of a way to transpose a XSI sphere texture to this cross pattern. I can see that the three mid-sections are simply a wrap around the lattitudial axis but how do the other two squares behave? It seams that the 4 corners of the top and bottom square are simply planar, but then there is a radial distortion in the center. Do you know the exact alogorithms/distortions that go into those, or is it more guesstimation work?
If Im correct the top and bottom squares go around the bottom and every square stretches a little to cover the whole sphere. But yes, it is some serious guess work!
Wow thats..odd lol..
does anyone know how to fit this correctly in XSI? Been trying to skin with the ...cl.dds image for like 2 hours =_( and i can never get the right fit.......DARN YOU XSI!!!!!
That is an odd way to uv map a sphere IMO. The game should be able to handle a "normally" Spherical mapped UV object. I have seen earth, and moon models imported in game that are mapped this way with no issues. I do not know how mapping spherically will effect the shaders (swirling clouds).
I think the format needs to be the cross shape, although i havent tried the "normal" spherical uv mapping. I would assume that if you export a spherical mapping texture to a .dds the texture would be horribly distorded in Sins. Are you saying that i can export a UV sphere projection straight to a .dds and it map fine? If so that would be awesome, and easy
The terrestrial planets use the cross shape so that the textures don't end up distorted at the poles (without having to do a polar distortion on the texture image itself). The middle part wraps around the center of the planet, and a circle is cut from the top and bottom parts and goes on the poles. IIRC the gas giants use the more typical mapping since you wouldn't notice the polar pinching.
You should be free to use whichever mapping method you prefer if you're making your own planet models.
Ah! I see it now. Hey that's a cool solution. Thanks for explaining.
Thanks! This forum is awesome. Easily the most knowledgable mod community I have ever met with.
So just to make sure I have this correctly. If I want to make a ubiquitous (uniform) texture for a planet i can use the "Sun" method and when I need to make a texture for a planet that has unique features in them (like a continent shaped like chuck norris) I should use the "Planet" method. Right?
Also, does anyone know the dimensions(specs) of the polar distortion on the poles or is it kind of: Cut the midsection, apply polar distortion to a new layer, place......and repeat?
YES!
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