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Battlefield Modding Tutorials BFMODS • View topic - Texturing Vehicles

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: Texturing Vehicles
PostPosted: Tue May 13, 2008 11:12 pm 
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Joined: Sat Jan 26, 2008 11:58 am
Posts: 206
Location: UK / Sweden
ok.. well i can see where you're at..

certainly trying to leárn how to uv map is the quickest way to suicide for a beginning texturer :)

i take you are kinda familiar with converting the model to sm... so unless you made any major tweaks it should still have its original material id's (matid's) intact.

open your sm model in gmax and select the faces of the model... in the modifier panel on the right you should hopefully see that different parts of the model have different matid's

these matids relate to the textures called upon in your rs file for the model.

so the simple way to start getting a bit of colour on a model is to find out what id's relate to which part of the model.. then in the rs file assign a texture (just a plain old 256x256 square of 'colour') to that matid. you will need to have those 'squares of colour' textures in your map directory too..


this may still sound confusing but see how far you get.. and trust me.. its about 1000 times easier than trying to unwrap and properly skin that model... very few people can do it. properly.. :)


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 Post subject: Re: Texturing Vehicles
PostPosted: Wed May 14, 2008 10:45 am 
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Joined: Mon Oct 09, 2006 12:51 pm
Posts: 782
No the Material ID numbers represent what the surface will represent in game. If its Material ID number is set to a number that in game represents metal, then that car will have metal. Its how they do armor effects, by adding different Material ID's to different parts of the vehicle to make different damage values.

The UVW map is a series of 2d Coordinates which are coordinates in your models, your vertices, and are stretched over the areas of the texture so that the faces of the car are laying on there correct texture position.


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 Post subject: Re: Texturing Vehicles
PostPosted: Thu May 15, 2008 11:54 am 
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Joined: Wed Apr 25, 2007 3:07 pm
Posts: 37
ok, ive tried to do stuff in gmax but it aint working
so im probably gonna download the 3ds max trial this weekend
how would i use this, similar to gmax?

thanks again :)


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