Brief guide about realigning textures
MaRzY
08-29-2003, 02:19 PM
Thought i would just put this breif guide together, to try and help members needing to know about realigning textures.
Brief guide about realigning textures (http://homepage.ntlworld.com/scitzo/guidealign.html)
strider_d_3000
08-29-2003, 02:24 PM
thanks wow really confusing
MaRzY
08-29-2003, 02:32 PM
Originally posted by strider_d_3000
thanks wow really confusing
Why whats confusing for you...?
strider_d_3000
08-29-2003, 02:34 PM
what smd i use to convert too?
MaRzY
08-29-2003, 03:04 PM
You use the reference smd files that make up the model.
Example:
I decompile a weapon model, and open it's qc file and look for the line that refers to the meshes, shown here.
//reference mesh(es)
$body "gun" "reference"
$bodygroup "sleeve"
{
blank
studio "brit_sleeve"
studio "axis_sleeve"
}
I then make a note of the smd files that make up the meshes for the model, which in my example would be.
reference.smd
brit_sleeve.smd
axis_sleeve.smd
So now i know which smd files i need to edit, so one at a time i import them into milkshape and save them as ms3d files, so i end up with three files called.
reference.ms3d
brit_sleeve.ms3d
axis_sleeve.ms3d
Then one at a time i load them into lithunwrap, and realign the textures and save them, straight over the old one's. so now i have the same ms3d files but edited so the textures are aligned correctly.
reference.ms3d
brit_sleeve.ms3d
axis_sleeve.ms3d
I then one at a time load each one back into milkshape and export them as halflife smd files over the original smd files, so i end up with.
reference.smd
brit_sleeve.smd
axis_sleeve.smd
I then compile the........oh whats it called i've forgot....................... you will have to work that out for yourself........lol
strider_d_3000
08-29-2003, 03:28 PM
woa ok.. i got it to ms3d but which do i fix to get the texture of the hand fixed?
the ms3d are
us_sleeve.ms3d
axis_sleeve.ms3d
and reference.ms3d
MaRzY
08-29-2003, 03:34 PM
Well when you import the smd files into milkshape, to save out as ms3d files, you can see which one includes the hands. It's the reference.smd, but the odds are if one textures out a little on a model, the rest will be in some way, so i should convert them all, and check them out in lithunwrap.
strider_d_3000
08-29-2003, 03:43 PM
i convert all three but the refence is just a bunch of lines i dont even know how to fix the little gap of texture error....the sleeves are jsut rectangler shapes with triangles
MaRzY
08-29-2003, 03:47 PM
Read the guide strider_d_3000 all the info is in there.
"Use the materials menu on the right hand side in lithunwrap to select the individual uv maps for editing that make up the model".
strider_d_3000
08-29-2003, 04:05 PM
am i suppose to match the refenece as close to the orginal as possible?
strider_d_3000
08-29-2003, 04:28 PM
well i did what genie said color in if its small :D
i would still like to know how to fix it with LithUnwrap
cuse the color in is really noticable lol
Sgt.Sinister
09-01-2003, 01:45 PM
sticky this along with your other tut.
i usually just use milkshape, select all and move to the right. it is not perfect but works. i'll try this out though. thanx
Podunkian
09-01-2003, 02:16 PM
Though I'm not sure, when models are compiled, they aren't "moved over to the left", I think the vertexes are scaled, so moving the vertices right like you show on the tutorial might not be 100% accurate, but I guess it works fine if you're not a nitpick.
Ska Wars
09-01-2003, 02:26 PM
Originally posted by Ash
i usually just use milkshape, select all and move to the right. it is not perfect but works.
Yeah i usually jus open the model in MS and move the mess in the texture co ordinater. I'll try out this way though to see if its easier.
BTW do you have to pay for lithUnWrap or is it free? (I'm from yorkshire and so find paying for anything a great insult! lol)
Ska
MaRzY
09-01-2003, 03:57 PM
I used to use milkshape, but found it was a bodge way of doing it, it's fine if the textures are only slightly out, but anything more then this i would use lithunwrap. Although i use an old version of milkshape, so the latest versions might have an unweld feature, which in this case you could get the same control over shared vertex as what you do in lithunwrap.
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