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New to Modding-Puppeteer's Questions


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#21 Pixel

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Posted 28 November 2007 - 07:57 PM

That is a UVW Map.... You should select the "White Stuff :mad2: " and move it in-to the box area. You can then zoom in, Take the picture(Print Screen). Then paste it in to your Graphics Program.

#22 lacrossman930

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Posted 30 November 2007 - 01:57 AM

Is this what im supoosed to come out with but I open in GIMP? If it is then how am i supossed to tell what is what?
urgalUVW.jpg
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#23 Pixel

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Posted 30 November 2007 - 02:00 AM

Yes, That is what you are supposed to get. Best way to tell wich parts are wich,
1.Use the previous texture from the model as the refference.
2.Paint some different colours on the various part, Green , Red, Yellow, Etc. This way, You can then apply the texture to the model and the colours will appear. You can then use this as the reference.

#24 Puppeteer

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Posted 30 November 2007 - 07:44 PM

I move the UVW into the box and it looks the same, just inside the box.

#25 Pixel

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Posted 01 December 2007 - 02:47 PM

It is supposed to be "Inside" the box, Alike i said, Now take the UVW Map in to your Graphics Program...

#26 lacrossman930

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Posted 01 December 2007 - 03:45 PM

when im done with the texture though what do i need to save it as? a .tga? I know how to put it on the model in RENX but is there any specific place i should save it?
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#27 Pixel

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Posted 01 December 2007 - 04:17 PM

Texture should be in TGA format, You can save it where you like , Aslong as you know where it is :p .

#28 lacrossman930

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Posted 01 December 2007 - 04:22 PM

thx a million flame
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#29 Pixel

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Posted 01 December 2007 - 11:01 PM

No problem.

#30 lycan

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Posted 01 December 2007 - 11:09 PM

:O i see its the model for the inheritance mod lacorssman :p

#31 Puppeteer

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Posted 02 December 2007 - 09:30 PM

I looked at what the Rohan Sentry Tower, which looks vaguely like it, should look like. It doesn't look the same.
I dragged it into the box
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Edited by Puppeteer, 02 December 2007 - 09:31 PM.


#32 Pixel

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Posted 03 December 2007 - 02:52 PM

Bfme2/Rotwk buildings Unwraps are screwed. There is actually a fix for it now, I dont mod Bfme2/Rotwk myself so i really dont know much about the fix.

#33 lacrossman930

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Posted 03 December 2007 - 10:46 PM

dont you need to make color maps and hight maps or something like that for buildings?
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#34 Pixel

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Posted 04 December 2007 - 03:33 PM

You create a texture from the UVW Map, Normal maps and so onwards can be done, Except, No one was asking about this.. :lol:

#35 lacrossman930

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Posted 04 December 2007 - 11:07 PM

What are height maps and color maps and all that for and what do you make them with?
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#36 Lord of the Rings Junkie

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Posted 05 December 2007 - 06:06 AM

If you are using GIMP i suggest you use DDS Converter. Wich will allow you to convert textures from dds format to tga, So you can open and edit them. It will also allow you to convert your textures in to dds format.

Actually there is a plug-in for GIMP that I think works better. link For some reason the stand-alone converter doesn't seem to preserve the alpha channel when I use it. With GIMP, after you put the plug-in into the correct folder it's a simple matter of saving the image with a DDS or TGA extension.

Lacrosseman, a color map is just a fancy name for an image texture.

A height map, or more correctly a normal map, is an image that changes the way the game shades the model to make it look bumpy even when a surface is actually flat. For example: If you wanted to make a brick wall there are 3 ways you could do it. 1. Model every single brick and the grout between them. (Too many polygons!) 2. Simply put an image texture on a plane. (This would obviously look very flat, smooth, and unrealistic though.) 3. Put an image texture on a plane, and use a normal map to change the shading and make the grout seem recessed.'

Unfortunately you can't apply normal maps to game models with RenX, you would need 3DS Max.

Edited by Lord of the Rings Junkie, 05 December 2007 - 06:17 AM.

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#37 Puppeteer

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Posted 06 December 2007 - 08:49 PM

So buildings are mucked up? Bah humbug




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