Question on Texturing

Users who are viewing this thread

thick1988

Master Knight
Im trying to use the original macie jowski helm texture, from Costumes5.dds and place that texture on a skeleton of the Winged Great Helm with the Wings and horns removed. I am using BRF Edit, I cant quite figure out how to get it to work, when I tell the mesh to use Costumes5 as the material, the whole mesh goes black. Any help would be much appreciated.
 
So i did what you said, but unfortunately i was left with the helmet on the right. On the LEFT is the original helmet, and what i did was take the model w/o wings and place costumes5.dds over it, but it didnt work correctly:

dsa.jpg
 
Ah, well that's because the positions of the helmet's texture are different in the two texture sheets. That means you have to move and probably scale the 'unwrapped' faces of the helmet on the texture sheet. I hope you know how to do that with your favorite modelling app.
 
No, that's wrong.

I'd recommend you to learn blender if you want to make or modify more models. If it's only for that one helmet I guess I could do it for you.
 
Yes its just for the helmet. Do you need anything besides these?

http://i58.photobucket.com/albums/g248/thick1988/costumes5.jpg

http://encodable.com/cgi-bin/filechucker.cgi?action=landing&path=/grhelm/&file=grhelm_01.obj
 
Is this what you wanted to do? It's an edited *.obj file for two variations, opposed to overlaying on the basic great helm texture. You just have to reference the *.obj files in *.brf files and create a new item. No re-mapping, since you're using the same model.



https://www.yousendit.com/download/dVlvK3BLeFh0NjlMWEE9PQ
 
Ah, I had the impression someone has already done it. Seems I was right.


By the way, it's not the original texture, is it? If not, which texture is it?
 
Soil said:
Ah, I had the impression someone has already done it. Seems I was right.

Someone may have, but I just did it. I was doing the same thing for the current Maciejowski Great Helm and it only took a couple minutes to edit the *.obj files. It's the same texture from costumes5.dds.
 
Septa Scarabae said:
Is this what you wanted to do? It's an edited *.obj file for two variations, opposed to overlaying on the basic great helm texture. You just have to reference the *.obj files in *.brf files and create a new item. No re-mapping, since you're using the same model.



https://www.yousendit.com/download/dVlvK3BLeFh0NjlMWEE9PQ

So I did as you said, and in BRF it looked right. But when I got in game this is what happened. Is there a way to rotate it or something that Im not aware of?

turkicswordsman.jpg
 
That's very strange, lol. I didn't test them in-game, but you shouldn't have any problems. Let me check it out. It might be an issue with them being implemented prior to v.1.0 and getting replaced by the current model.
 
That's all you, bud. They're working fine for me. You should be able to import the *.obj files into item_meshes1.brf and then reference them in item_kinds1.txt.

 
Heh, you have to rotate it in BRFedit 90° on the x axis and then 180° on the z axis and everything should be alright  :)

And maybe you haven't unchecked the box when you're asked under which settings the .obj is to be imported.
 
Back
Top Bottom