Originally posted by LtNarol
on another note, anyone here know how to make textures from scratch that would be willing to help me out a bit?
first point is the uv mapping, if you don't know what uvmap is look for the the truespace manuals or make a search over internet...there is something in the texturing tutorial of volitionwatch too...its too difficult to exlain with my sucking english...the uv maps "says" how a texture will be projected (orientation, angle, scaling..) over a group of faces...
there are two ways:
1use an unwrapper (like lithunwrap that is free .. use the search tool in this forum to look for links and tips already posted from megalemor and others) that lets you set more uvmaps (so more areas of the model) in the same textures
2use a strategy that may sound like "one uvmap->one texture" (but you would have a lot more textures with this strategy, at least 6-7 for a fighter, but it depends on the shape obviusly), there is a small tutorial on
www.xwaupgrade.com about this strategy
the second point is how to create a texture... what you need is a decent 2dgraphic program firstable.
the best (but most difficult) is photoshop, but psp is good too, btw any program that use layers will work, if you look for a free program there is satori photo xl (i posted a link sometimes ago..use the search button ) or gimpsy (if i remember well the name, not sure..it is a free program build for linux but there is a win version too), ultimate paint althought without layers is a cool program too.
When you have your graphic program, well just start creating your texture... there is a tutorial on xwaupgrade (the same before) that gives you some basics, but there isn't the "right" way...ant that you create can work, it just depends on what you want to obtain.
just remeber that texture must be 256*256 or 128*128 (or 512*512 if you have the registry hack) and of 256 colors, you will need the textures of 256 colors and in *.bmp to be used in truespac, in *.pcx to be used by freespace.