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Creating Texture
Maps in MilkShape
***NOTE: This tutorial
assumes you know how to create meshes. If you
don't, then you need to learn that first, using a different tutorial.
This tutorial simply shows you how to apply and adjust texture maps in MilkShape.
Also NOTE that I use Photoshop to create my textures. If you use a
different graphics program, you will have to adjust the instructions to
meet your needs. This is NOT a Photoshop tutorial. It is also not
a SimPE or MilkShape tutorial. This is a texture mapping tutorial and it
assumes you know how to use your graphics program, SimPE, and MilkShape.***
Before you begin this
tutorial, use SimPE to create a clone of the Juniper Bonsai Tree and
extract the GMDC from the clone and import it into MilkShape the way you
normally would.
Here's the basics for
creating a texture map, step by
step. In this tutorial, we will change the bonsai tree into a
candy dish. Click on the small pictures to enlarge them when needed. The
pictures will open in a new window, so simply close that window to
return to this tutorial.
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When you import the Juniper
Bonsai Tree GMDC into MilkShape, you will see it includes
four shapes. The null shape and the ground shadows shape
are not needed for this tutorial, so hide them for now. The
only two you should see on your screen are plantbonsai_surface and plantbonsai_surface1. |
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Go back into SimPE and export
the texture file used for this object. Then open this png
file in your graphics program. |
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Since I use the .dds format
for my texture files in SimPE, I will resize this file to be
512X512. If you do not use the .dds format, you will
have to work with it in it's current size. Fill the
entire file with a solid color, so we can start from
scratch. I chose black. Leave the file open in your graphics
program and return to MilkShape. |
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Now, add a bowl and two
rectangles and four balls to make the candy dish and candy.
Do not delete the original shapes in the object, but you can
hide them so they are not in your way. When you are done,
your object should look something like the one shown here.
Notice that I put the balls and the dish where I want them,
because these are simply going to be chocolates and a
colored bowl, so they don't need fine tuning on their
texture mapping. However, the boxes are going to be
candy bars with wrappers and need text to be displayed
correctly on them, so I left them above the bowl and facing
forward. This way, I can apply the texture map for
these from the "front" so it is applied correctly. Once I
apply the map to them, I can then move them anywhere I want
and the map will still be applied correctly. |
| At this point, I
recommend you save the MilkShape file, and save it regularly
from now on, in case MilkShape crashes, which it does do
sometimes. I saved mine as tempcandy.ms3d. |
 |
Now, rename the balls, dish,
and boxes so the names of the objects tell you what they
are. Do not rename or delete any of the original
objects, just hide them so you only see your new balls,
dish, and bars. If you enlarge this picture, you can
see the names I chose. Save the file again to update
it. |
 |
Leave MilkShape open, but
return to your graphics program and make your texture file
look similar to mine (this is easier if you used the .dds
format and made this 512x512). If you want other
people to be able to recolor your file, you can add the
labels like I did to make this really easy for them.
Click this picture to enlarge it so you can see what I mean.
(Once enlarged, you can also right click on the picture and
save it to your hard drive if you actually want to use it as
your texture map for this tutorial, instead of making your
own.) |
| Save the file and
name it something short. MilkShape does not handle
long file names well and will crash if you keep that long
file name that is currently assigned to the file in SimPE. Like I
said, I save my texture files in .dds format, but you can
save them as bmp, gif, jpg, png, or whatever format you
like. MilkShape allows you to use any of these formats.
I named mine candymap.dds. |
 |
Go back into MilkShape and
select all of the shapes you made and now want to apply this
texture to. You must select all of them so you can assign
your texture map to each of them. |
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Move to the Materials tab and
first click on the button near the bottom that says New.
Then click the rename button and name it candy. Press Enter. |
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Above that you see two
buttons that say <none>. Click on the top one and
browse to find your texture. Click Open. Your texture should
now show on the ball, and you should see candy at the top
and candymap (or whatever you named your texture) on the
button that said <none>. |
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Click on the button at the
bottom that says Assign and you will see, in the 3D window,
that the texture appears
on your object. However, it is obviously not yet
mapped correctly. Save your file to update it again. |
| Note that this
bonsai tree uses one texture file for both of its objects.
If you clone an object that uses more than one texture file,
you would have to create texture maps for each file. Then
you would select the objects for the first file and use the
Materials tab to assign them to that. Then select the
objects you want assigned to the second texture file; click
the Materials tab; click the New button again and assign
those parts to the other texture map. |
 |
Make sure all of the objects are selected, then right click in the 3D view
and choose Maximize. (I like to do this so I can see the
textures being applied as I map them; but this step is not
required.) Go to MilkShape's Window menu and choose Texture Coordinate
Editor. |
 |
Put a check in the box on the
right that says "Redraw". From the dropdown below the Region
button, select your bowl. Now you see your texture map,
because the bowl was assigned to this texture. If you made a
512x512 file like me, you can resize the Texture Coordinator
window so you can see the whole file, by dragging the edges
of the window. If you used the smaller picture size,
you won't have to do this. Use the dropdown below the one
that now says "bowl" to choose "Top" because we want to map
the bowl's texture from the top. |
 |
Click on the Region button so
it is pressed in. Then move your mouse to the part of the
texture map where the bowl texture appears (in my case it's
the blue box on the lower left). Drag your mouse so you see
a box inside the area for the bowl texture. When you release
your mouse button, you will see the box. If it is not
positioned correctly, just re-drag to make it again. Click
the Remap button and you will see the bowl, viewed from the
top, inside the area you dragged across. Also, if you
move the Texture Coordinator box out of the way, you
can see the bowl now shows the correct texture. |
 |
Use the dropdown that says
"bowl" to choose your first chocolate candy. You will see
this ball is mapped to use the whole texture. Make
sure the Region button is still pressed in (which it should
be). We also want to map this from the top, so don't change
the second dropdown box. Simply drag to select the
area you want mapped to your first chocolate. Release your
mouse button, see the box, then click the Remap button and
your chocolate is mapped, both in the Texture Coordinator
box and on the 3D preview behind it. |
 |
Now, continue on and map the
other three balls to the correct part of the texture file.
Simply select them from the dropdown, drag to map them, then
click the Remap button. Then, choose your first candy
bar and map that to the correct part of the texture file.
However, we want to map this from the front, so select
"Front" from the dropdown that now says "Top", then drag to
map it and click Remap. Then map your second candy bar
the same way. Be sure to check the 3D preview behind
the coordinator to see how everything looks. If you
don't like something, just remap it. When you are done,
your 3D should look something like the picture shown here. |
| Here's some extra
tips: Once you've
clicked
the Remap button to assign the area you want mapped, you
can:
- Click the Move button and
drag your mouse to move the Region if it is not
positioned exactly where you want it.
- Click the Rotate button
and drag your mouse to change the orientation of the
Region.
- Click the Scale button
and drag your mouse to make the Region smaller or
larger.
After you use the Move,
Rotate, or Scale buttons, do not click the Remap button
again or it will remap it back to the way it was before
you made your changes. You only click Remap to assign
the region. Do not click it again if you've moved,
scaled, or rotated the region.
You can also use the Select
button, then click to select any vertices on the shape and
drag them to move them (as opposed to moving the whole
shape). This is helpful when some of the vertices are
outside the part of the texture you want.
Also, if you have two or more
sides to an object and want them to use different
parts of the texture, you
would have to create the different sides as separate parts, then
map them separately. Remember that you can choose Top,
Bottom, Front, Back, Left, and Right when mapping a region,
so choose different ones and preview them to see which gives
you the best effect.
Conversely, if you want many
identical shapes
to use the same part of the texture, just make one shape, then use the
Texture Coordinator to map that shape. Then, back in MilkShape, if you use the Duplicate command to duplicate the
shape, the duplicate shape will include the same mapping as
the original. |
| NOTE: Once you've
got everything mapped correctly, close the Texture
Coordinator and go back into MilkShape. Save the file
to update it, because sometimes the next steps will cause
MilkShape to crash. Plus, this is a really good file
to save, because you may decide to change the texture
mapping once you've seen the object in the game. The next
steps will combine shapes into one shape and once that is
done, it's difficult to remap the individual parts.
So, this is the file I use if I have to remap something. |
 |
Before you combine the
shapes, move your candy bars until you have them where you
want them. This image shows where I put them. Notice the
mapping remains positioned correctly even though I rotated
the candy bars. |
| Now you can
unhide the original shapes, delete them, group your new
shapes and give them the same names as the original ones so
they work in your game. In my case, after I deleted
plantbonsai_surface and plantbonsai_surface1, I renamed the
bowl to be plantbonsai_surface and I selected all of the
different candy shapes and candy bars and regrouped them
into one shape and renamed that group to be
plantbonsai_surface1. This particular mesh, by
default, only allows you to recolor plantbonsai_surface, so
the way I assigned the new shapes makes the bowl recolorable,
but not the candies.
If, by chance, your texture
disappears in 3D view, after you've regrouped and renamed
the shapes, simply select the one that says <no material>,
click on the Materials tab and click Assign. It will
show the mapping in 3D view again. However, this isn't
necessary, because the mapping is still assigned; it just
doesn't show in 3D view if you regroup or rename parts.
But, if you are like me, and want to be sure it's still
assigned, simply selecting the new grouped/renamed shape and
assigning the texture again will show you it's OK. |
 |
Now that your
texture mapping is done, simply export your GMDC file out of
MilkShape and import it into SimPE the way you normally
would. Then import your texture map into SimPE
to replace the texture file that's in there. And then,
finally,
just complete the creation of your new object the way you normally
would.
This picture shows how my new Candy Dish looks in my game. If you
want to download it, along with a red recolor I made to test
it, click here. Enjoy! |
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