Texture Coordinates in Reference to a DDS file

  • Thread starter Demented Ferret
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Demented Ferret

I need a spot of help, I need help finding how meshes reference DDS files in order to texture themselves. I'm not too sure on how it works - but maybe it'd be a reference to the certain pixels in a using 4 points to create a rectangle. I've got WinHex and I've been looking up and down through associated files and I have no idea.

I've also searched the forums, if there's a thread already - I'm completely blind; point me in the right direction.
 
Fah.

I suppose there isn't much of a chance of having textured .OBJs being exported from BRFview in the future?
 
the textured .OBJs are exported from the BRF editor. You just have to get the tecture they fit on and put it over them. Its hard to explain if i dont know what Ap you are using :razz:
 
I was hoping I'd get away with adding a few lines to the obj in notepad and medding with the DDS file in Photoshop to get some sort of outcome.

All I require is to be able to view a the originally textured object (for example; a sword) IN a 3d modelling program while it refers to a single texture (using an mtl? I dunno) instead of the entire DDS. If you've got any ideas, I'd be happy to try them out: you obviously know a lot more than me!
 
Why can't it refer to the whole DDS? As long as the uvw coordinates are preserved, it should appear correctly.
 
YOu load the DDS into your 3d app and apply it to the material that is on the object that is exported and it will show up in the 3d modelling ap.
 
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