So to continue......
I would suggest that should you get lost in this part that you use the milkshape help file and look for the appropriate menu structure. as it explains far better than I can how the menu structure works and how to navigate in milkshape
We will texture the engine assembly sub group.
engine_support
engine_assy
intake_cone
intake_plate
intake_throat
exhaust_inner
exhaust_plate
flame_can
I listed these previously so no explanation is really necessary. To start with the engine support we need to look at the "plane" of the major faces, there are two main directions this support will be seen, the "bottom" view and the "back" view, the top, side and the front view are opposites and are "hidden" - the top view by the wing and fuselage assembly and the front actually slopes back and will be hidden by other components - so is also not really "seen". Select the group in the main milkshape window under the groups menu using the wireframe view (to make sure they are actually selected), then go to the materials menu, decide what texture we are going to apply by either assigning a texture previously used or with a "new" texture not previously used. The "new" button is on the left in the bottom section of the window. A standard grey "ball" will appear in the material window - directly above this are two long buttons labelled <none>, pressing the top one will open a window called "open image", find and select your texture and "assign" it to the selected engine support using the large button at the bottom of the materials menu. The grey ball will change colour to indicate the texture has been assigned to that sub group. then go back to the main milkshape window and select "textured" in the view window.
Then open the texture co-ordinate editor, find the engine support subgroup, in the dropdown box (bottom right) highlight it and all going well your "new" texture should appear with the wireframe overlaid. select "bottom" in the second drop down box and select "remap". The wireframe will expand to cover the whole texture panel. Scale, move or rotate it until you are happy with the look of the texture in that "plane" and save it using the file menu (at the top left hand side). You will notice that the "back" appears to "run", or look "streaky" this is because the "back" is 90 degrees to the "bottom", but we can "bend" the texture around corners to apply it to the "back".
Note: there is a very good tutorial on the chumbalum Forum:
http://www.planetunreal.com/prefablab/t ... remaps.htm
using photoshop to make a texture and apply it to a 3d object. I suggest you have a look - even if you dont have photoshop the latter part of the tutorial shows you how to do this much better than I can here.
However - we can "bend" a texture around corners in two ways:
1) in the texture coordinate editor window by using the select button (and the Keyboard shift key)
2) in the main view window by using "face" and "vertex" select
Either method will work, I prefer to use the second version most of the time.
Anyway to proceed - we will do this bit in the main view window using face and vertex select - your sub group should still be selected so what I usually do is select only the faces I want - select "face" under the "model" section of the right hand menu area and using the shift key (holding it down) select only the faces in the right angle (back view), then using select Vertex in the same view and still holding the shift key select the vertex’s that make up the whole "back" panel - then its back to the texture coordinate editor - same subgroup, same texture - select "back" in the little drop down box on the right hand of the editor window and hit remap - all going well the "back" of the engine support sub group should now expand to cover the texture panel. Then its simply a matter of - scale, rotate, and move until the texture "fits" the "back" of the subgroup.
As I said before experimentation is the key........
Boy this is hard
no wonder I wasn't able to find a tutorial on this....... that's enough for me for now..... but I'll be back.... maybe with pictures. At some point I may make the Mystere model available with textures.... I wanna finish it first......
Harrier
Retreat[![! ---- I'm too badly messed up now[![!