I use Vue d’esprit and milkshape (obviously to import the models)
But it doesn’t recognise dds texture files, so I converted all to png and saved into a folder
In milkshape I import a model then export as obj format which creates 2 files, the obj and an MTL text file (tells the obj what and where the textures are)
I then edit the mtl to point towards the folder where the png files are, by replacing dds with png and the folder
Eg
newmtl JUHT1_dark_internal
illum 2
Kd 0.600000 0.600000 0.600000
Ka 0.200000 0.200000 0.200000
Ks 0.100000 0.100000 0.100000
Ke 0.100000 0.100000 0.100000
Ns 0.781250
map_Kd F:\FL\New textures\\JUHT1_dark_internal.png
^^ was JUHT1_dark_internal.dds
F:\FL\New textures is the drive and folder, where I saved all the converted texture files on my comp
(i converted all dds files to png using xview, free prog and saved into the folder)
Then I import the obj into vue d’esprit and it sees where the textures are and loads them
(07-11-2014, 05:37 PM)Luke. Wrote: I have a question to anyone else that's using it though. Trying to texture the prosecutor and it won't fill in most of them. Why?
Not sure if this is relevant to your question, but...
If you import hf_vhf.cmp (Prosecutor) into MilkShape 3D 1.4.8 (with msCMPImporter27.dll), you will get this view (yes, this is textured):
The problem is in .dss textures for hellfire ship line. They were probably exported inappropriately or new version of MilkShape (or CMP importer) can't read them properly. However, when you export the model (I use .obj), rendering program recognizes the textures and shows them properly. I use Kerkythea 2008. Here's my quick (low quality) render:
I dug deeper. I downloaded these plugins for Photoshop, opened the .dss files and saved them as .tga (32-bit). Then I opened the .tga files and saved them as .dss again. Then I copied the new .dss files into C:\Program Files\Microsoft Games\Freelancer\Textures (by replacing the old ones). Finally I opened MilkShape, imported hf_vhf.cmp and voilà:
Also here's new (low quality) render which is slightly different from the old one:
Exactly, evanz.
Also, extracting textures during import doesn't help because hf_vhf.cmp model contains only original hellfire textures (those that begin with hf_). In some cases it is necessary to extract textures during import, because model uses textures from another models. A good example is unioner_VHF.cmp. It contains 5 original unioner textures, which can be loaded from Unioner_ships.mat, but the rest are imported textures which must be loaded via Extract Textures [✓].