Thread: Texturing Models [Released]

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  1. #1 Texturing Models [Released] 
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    Dragonking's Avatar
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    Well a few years ago a great man as many of the vets, including myself, knew by the name of Mr. PotatoHead changed RSPS by allowing us to create our own models in a 3d program and convert them back into the RS format.

    Well i worked with this man and i was a beta tester for the first "Datmaker". Him and i became close and he taught me alot including how to texture a model. He told me I could tell who i wanted but I kept it to myself because i was the only person who could texture models, other then himself (as far as i know). Well its been a few years like i said and now i have decided to release his site to you with a tutorial he made for on how to texture models. This tutorial Was for my animated wings i had made.

    I textured Godswords and multiple wings, shields, and attempted to do a full set of armor but i never finished.

    I feel that it is time to allow others to do this and i hope to see alot of interesting models come out of this, enjoy





    Links:
    Site- http://mrpotatoheads.yolasite.com/
    Original non-textured-animated wings- UppIT - Free File Sharing - 14999.dat
    Hex-editor-Hex Editor


    Cred:
    How to do it- Mr. P
    Wings & animations- Dragonking

    Spoiler for Client Sided Edit By ClientHax:

    This is untested by me and i take no credit for it
    Quote Originally Posted by Clienthax View Post
    enjoy bitchs
    Code:
        private void rasterize(int triPtr) {
            if (aBooleanArray1664[triPtr]) {
                method485(triPtr);
                return;
            }
            int tA = triangleA[triPtr];
            int tB = triangleB[triPtr];
            int tC = triangleC[triPtr];
            Rasterizer.restrict_edges = aBooleanArray1663[triPtr];
            if (triangleAlpha == null)
                Rasterizer.alpha = 0;
            else
                Rasterizer.alpha = triangleAlpha[triPtr];
            int triangleDrawType;
            if (this.triangleDrawType == null)
                triangleDrawType = 0;
            else
                triangleDrawType = this.triangleDrawType[triPtr] & 3;
            if (triangleDrawType == 0) {
                Rasterizer.drawShadedTriangle(vertexSY[tA], vertexSY[tB], vertexSY[tC], vertexSX[tA], vertexSX[tB], vertexSX[tC], triangleHslA[triPtr], triangleHslB[triPtr], triangleHslC[triPtr]);
                return;
            }
            if (triangleDrawType == 1) {
                Rasterizer.drawFlatTriangle(vertexSY[tA], vertexSY[tB], vertexSY[tC], vertexSX[tA], vertexSX[tB], vertexSX[tC], HSL2RGB[triangleHslA[triPtr]]);
                return;
            }
            if (triangleDrawType == 2) {
                int textriPtr = this.triangleDrawType[triPtr] >> 2;
                int tP = triPIndex[textriPtr];
                int tM = triMIndex[textriPtr];
                int tN = triNIndex[textriPtr];
                Rasterizer.drawTexturedTriangle(vertexSY[tA], vertexSY[tB], vertexSY[tC], vertexSX[tA], vertexSX[tB], vertexSX[tC], triangleHslA[triPtr], triangleHslB[triPtr], triangleHslC[triPtr], vertexMvX[tP], vertexMvX[tM], vertexMvX[tN], vertexMvY[tP], vertexMvY[tM], vertexMvY[tN], vertexMvZ[tP], vertexMvZ[tM], vertexMvZ[tN], triangleColourOrTexture[triPtr]);
                return;
            }
            if (triangleDrawType == 3) {
                int k1 = this.triangleDrawType[triPtr] >> 2;
                int i2 = triPIndex[k1];
                int k2 = triMIndex[k1];
                int i3 = triNIndex[k1];
                Rasterizer.drawTexturedTriangle(vertexSY[tA], vertexSY[tB], vertexSY[tC], vertexSX[tA], vertexSX[tB], vertexSX[tC], triangleHslA[triPtr], triangleHslA[triPtr], triangleHslA[triPtr], vertexMvX[i2], vertexMvX[k2], vertexMvX[i3], vertexMvY[i2], vertexMvY[k2], vertexMvY[i3], vertexMvZ[i2], vertexMvZ[k2], vertexMvZ[i3], triangleColourOrTexture[triPtr]);
            }
        }
    Quote Originally Posted by Clienthax View Post
    in relation to my code
    Code:
        Let P,M, and N be vectors defining the texture space: P is the
        origin, and M and N are the vectors for the u&v axes.
    http://www.gamers.org/dEngine/rsc/pcgpe-1.0/texture.txt


    Spoiler for hidden:

    I started working on a program to texture them for you, however i never finished it either so if someone would like to finish it and are creditable on how to attually code and not C+P il release the source to you


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  3. #2  
    Registered Member Richie's Avatar
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    Woah Nice
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  4. #3  
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    Dragonking's Avatar
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    Quote Originally Posted by Richie View Post
    Woah Nice
    the best part is the textures actually move to ;D
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    Registered Member Richie's Avatar
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    Yeah true, imma have to try this lol.
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    Dragonking's Avatar
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    Haha go for it man try and do something interesting iv made like a fractile godsword (stars moving upwards causes this) and alot of other things pm me if u ever get it to work id like to see what u can do
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    Nice bruh
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  8. #7  
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    Dust R I P's Avatar
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    Transparent texturing possible? Like a texture and make it transparent so the original model colors show through?
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  9. #8  
    :doge:

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    i would finish the tool for you, depending on what has to be done to finish it. so... what exactly has to be done
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    Dragonking's Avatar
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    Quote Originally Posted by Dust R I P View Post
    Transparent texturing possible? Like a texture and make it transparent so the original model colors show through?
    look @ the second pic i posted ;P

    edit: nvm i read that wrong, no you replace the colors with the texture number in the hex editor
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  11. #10  
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    Quote Originally Posted by `Discardedx2 View Post
    i would finish the tool for you, depending on what has to be done to finish it. so... what exactly has to be done
    Umm well tbh its hard to remember but i think i just never finished having it read all the individual chunks of the file i couldnt figure out to calculate all of the sizes before it was read. I figured out most but not all.
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