making textures:
give the texture in milkshape a name. lets say you call it
"wing" for a texture for a wing.
you currently need the texture either in
tga or
dds format.
you then open the utf editor and
create a new tree .
then you
add 2 nodes , and call the first
"material library" , and the second
"texture library" .
the material library connects the name of the texture in milkshape ("wing"
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with the filename ("wing.tga", or "wingtexture.tga" or whatever). the texture library actually stores the texture.
the
material library needs a new branch for every texture.
create a node "wing" and
add 2 nodes to it. name one
"Dt_name" , the other one
"Type" . then select on the right "string" and click edit for
"Dt_name" . in the window that pops up, enter the
name of the file (for example "wing.tga"
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.
for
"Type" enter
"DcDt" (needs to be for every texture).
Then add a
new node to the
"texture library" . Give it the
name of the file ("wing.tga"
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.
add a new node to "wing.tga". If you use a
DDS file , call it
"MIPS" , if you use
TGA , call it
MIP0 . then click the
"Import" button and select the the
texture file .
now
safe the file
as new .mat .
in the shiparch.ini you now have to enter the .cmp and the .mat.