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Battlefield Modding Tutorials BFMODS :: View topic - Texturing Vehicles
Battlefield Modding Tutorials BFMODS
https://battlefieldmodding.com/ssm/phpBB3/

Texturing Vehicles
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=4049
Page 1 of 2

Author:  STUNT PILOT [ Sun May 11, 2008 2:50 am ]
Post subject:  Texturing Vehicles

i know this isnt serverside, but i have modded in some sportscars to bf1942 (nissan 350z, lambo murcielago, etc.) but i dont know how to give them textures, or how to make the windows clear......
could someone please give me some help?

Thanks :)

Author:  fo0k [ Sun May 11, 2008 9:46 am ]
Post subject:  Re: Texturing Vehicles

But you have got them in-game ? driving.. working ?

pretty good skills to get a custom model in game without knowing how to get some glass in the windows. :)

did the models come with any textures is first question I guess?

Author:  STUNT PILOT [ Sun May 11, 2008 11:37 am ]
Post subject:  Re: Texturing Vehicles

yeah its in game and driving ;-)
it came with colours on it in gmax yeah,

heres a shot of the 350Z still not 100% right, but first one ive done
Image

Author:  smytti12 [ Sun May 11, 2008 2:10 pm ]
Post subject:  Re: Texturing Vehicles

what mod is that with that kind of soldier?

Author:  Why Two Kay [ Sun May 11, 2008 4:56 pm ]
Post subject:  Re: Texturing Vehicles

Looks like XPack2.

Author:  Archimonde0_0 [ Sun May 11, 2008 5:55 pm ]
Post subject:  Re: Texturing Vehicles

Congrats on a great model. I don't know what you used to create the model. But for BF1942 texture mapping I highly suggest using 3ds Max 7, as its better than previous versions and the UVW mapping is far easier in it.


Now its really nice to have all the texture pieces you want in one texture, but we are doing a vehicle so DON't be afraid to use 2 or 3 or even 4 textures. Alot of stuff to it. Using Photoshop, you will want to break your vehicle into sections, including things like Body, windshield, tires, and make seperate textures for each. Once the textures are made, using source photos of actual logos, and the car itself, or by painting them, even google search. But Google is hard so might take awhile. If you have access to the specific car it is great if you have a good Digital Camera to take photos of different parts of the car, trying to keep the camera parallel to the surface so you can use it.

Once you've used Photoshop to cram all the parts of your texture on a background, preferably a solid color, so that you can edit it rather easily, black works well, or a darker shade of the cars color.

Save at least 3 copys of the texture, 1 in .dds format, you can download the plugins for PS from Nvidias website, google them, 1 in .bmp format, for use in 3ds Max, and the photoshop file which will save all the work you've done so you can go back and redo things if you want to.

I found this tutorial awhile back that explains the basic way to texture in a max program. 3ds Max, Gmax, etc. works pretty much the same for all of them:

This particular one is for gmax, but if you master Gmax's extremely complicated UVW mapping, 3ds Max 7's will be a breeze. There was a better one, but I've since lost the tutorial. Hope this link will help you understand though:

http://carsoncarshops.com/tut-uvw-map.htm

I personally am still mastering these set of tools in 3ds Max 7, If you have never done it before, look forward to spending HOURS, it literally is very tedious, especially during the learning stages. But good luck wit your car :). Your already better than I am anyways, I couldn't ever model a whole car, im just not good enough.

Once your car is fully mapped, export the car into .sm format, the .rs files will write with your textures names. Then pack your textures, in a texture.rfa, and your car into the standardmesh.rfa. And viola.

Author:  STUNT PILOT [ Mon May 12, 2008 10:26 am ]
Post subject:  Re: Texturing Vehicles


Author:  hardrock [ Mon May 12, 2008 11:33 pm ]
Post subject:  Re: Texturing Vehicles

nice thread, good stuff yall....thanks ;-)

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