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Battlefield Modding Tutorials BFMODS :: View topic - Skinning - Adding writing
Battlefield Modding Tutorials BFMODS
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Skinning - Adding writing
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=4204
Page 1 of 1

Author:  Refuse2lose [ Tue Jul 22, 2008 7:24 am ]
Post subject:  Skinning - Adding writing

I have looked at a couple of mods such as the Arsenal mod for BFV and noted the changes made to the cobra. In that mod, the creators have a marine cobra that is all silver with the word MARINE on it.

I opened the .dds flat texture mesh and added further writing under the word MARINE. i repacked and ran the mod and it worked, HOWEVER on the other side of the cobra, the writing i added was backwards. I wondered why the word MARINES was not backwards also.

So I opened up the .dds texture mesh again and noticed a separate part of the texture mesh that had the words MARINES backwards. It was obviously for the other side of the cobra.



You can see a separate piece of the mesh just for the word MARINES backwards

My questions are as follows:

1. How do I add another section for additional words backwards?

2. The flattened mesh becomes 3D when wrapped on the object model. So if I was to add more words written backwards, how do i know where it will show up on the model?

3. Can Photoshop be used to create wording backwards on an existing mesh? Or is the assignment of the flattened mesh to particular positions on the model made in an editor such as 3dsmax?

thanks R2L

Author:  Archimonde0_0 [ Tue Jul 22, 2008 12:47 pm ]
Post subject:  Re: Skinning - Adding writing

Can only be accomplished in 3ds Max or Gmax using UVW Mapping

Author:  Refuse2lose [ Tue Jul 22, 2008 4:53 pm ]
Post subject:  Re: Skinning - Adding writing

I have seen various skinning tutorials in max, but not dealing the my point above. Has anyone seen a tute that would deal with adding writing?

Author:  Archimonde0_0 [ Tue Jul 22, 2008 7:52 pm ]
Post subject:  Re: Skinning - Adding writing

Any tutorial will do, adding anything to the model is the same process. Adding it to the texture, saving it as a bmp, applying it to the model. UVW mapping its coordinates, exporting the model, saving the texture into .dds, and trying it out.

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