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#1 16th Jun 2012 at 8:42 AM Last edited by whiterider : 28th Jun 2012 at 7:23 PM.
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Tutorial: Texturing Shells or large objects with TSRWTexturing Shells or large objects with TSRW
Who can mesh and uvmap with Milkshape.
Know their way arround in TSRW.
Large objects(shells) usually use a small pattern texture, like concrete or tarmac.
By scaling the mesh its uvcoordinates outside its map you be able to pattern large objects without the use of a huge texture.
Unfortunate TSRW doesn't support uvcoordinates outside its map so i had to find another way to texture large objects.
As example ill take the object discussed here:
After meshing it and regrouping the alpha editible part i end up with this:
Now when i apply my tiny 64x64 texture to it, it will look like this:
After manual scaling the mesh its UVcoordinates i ended up with how i want it to appear ingame:
You normally are done at this point and export the mesh but TSRW can not handle these coordinates.
I have to scale them back so it fits the texture again, only this time i use the scaling boxes.
In my case i had to scale the coordinates back with factor 0.03 on both axis, i then manually move it in the left upper corner.
Now i export the mesh and can import it in TSRW.
However, in TSRW the texture will look the same as in my last MS screenshot, not wat i want.
So i visit the material box again for that particular part and after calculating(1:0.03=33.33) i change the uvscaling from 1:1 to 33:33.
Now my cone will look the same ingame as in screenshot 3