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Battlefield Modding Tutorials BFMODS • View topic - Increase B17 Texture Markings space

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Mon Apr 06, 2009 6:08 pm 
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PostPosted: Mon Apr 06, 2009 7:24 pm 
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Impossible to do just with coding. You would have to edit the .sm file with Gmax and enlarge the appropiate UV Map, I fear.

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PostPosted: Mon Apr 06, 2009 7:27 pm 
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Or...edit the skin so it has a bigger marking (would require photoshop experience)

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PostPosted: Mon Apr 06, 2009 8:24 pm 
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@Desert: That only works to a limited extent, as the texture file only is that big...and if you use all the space avaible, there still will be parts cut off ingame. Encountered that problem myself when I hacked a B17 to a Pe-8 once and wanted some CCCP-inspired nose art.

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PostPosted: Mon Apr 06, 2009 8:51 pm 
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I just meant, use the regular fuselage skin on the nose (discard the nose art file altogether) and draw a larger picture on it. I have no experience with skinning but I think this would work?

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PostPosted: Mon Apr 06, 2009 9:26 pm 
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The nose art image i tried was cut off as the space is limited by the .sm file.

Where can i find Gmax?


Thanks,
JH


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PostPosted: Mon Apr 06, 2009 9:49 pm 
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@Desert: Doesn't work.

The B17 has no real skin, it only uses two very small square textures (even they are the same, only different colour: white-grey for underbelly, and the green top one) which is repeated some hundreds time over the whole mesh. Thus not really much space for details, if you don't want to completely revamp the UVW-maps (which really is a pain in the ass!)

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PostPosted: Tue Apr 07, 2009 2:46 pm 
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