Re-texturing!! -1 reply

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BountyBam

I don't spend enough time here

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17th March 2008

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#1 10 years ago

Is there a program that makes it possible to edit textures (such as weapons) while the texture is actually on a model? I find it difficult when the texture (.dds) is as a net.. seems to be all over the place!




Eisen-Lowe

A.K.A. Broken181

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2nd April 2007

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#2 10 years ago

As far as I know, the only program that can do that is ZBrush which is $595, and even so I couldn't tell you if it would work with .ogf's. Someone else may know of another program though.




Camo_Ninja

your 8 letter answer: Vintorez

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8th March 2008

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#3 10 years ago

I use the latest GIMP program, along with the DDS converter 2 (just google them)




BountyBam

I don't spend enough time here

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17th March 2008

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#4 10 years ago

Cool, I managed to convert a ogf to obj, load up in ZBrush, convert the dds texture and import onto model.. but painting is hard in ZBrush! Is GIMP fairly easy to use? Plus, when you finished re painting the texture on the model, is it possible to save the texure by itself as a 'net' again? if that makes sense.




Camo_Ninja

your 8 letter answer: Vintorez

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8th March 2008

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#5 10 years ago

no doesnt make sense to me, I just convert them to jpg's, then put them in GIMP. Yes it is easy to paint in GIMP (in my opinion.) cheers :beer:




BountyBam

I don't spend enough time here

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17th March 2008

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#6 10 years ago

I meant: you know the stalker texture files in the game directory? theyre just a square and they look all over the place :S when you 'wrap' the texture around the model in Zbrush/GIMP can you save it as an image file so you can put it back in the textures folder? :)




RustIronCrowe

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6th April 2007

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#7 10 years ago

Try Ultimate Unwrap3D.

Ultimate Unwrap 3D - UV mapping software

It gets the job done.




dezodor

level designer @ dezowave

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17th April 2007

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#8 10 years ago

if you convert the ogf to obj ... it will loose all animations, bones etc. but i guess you just do it to see it with skin and thats easier to work with. ok im out :)


dezowave group



RustIronCrowe

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#9 10 years ago

I reccommend converting the .OGF to a .SMD format rather than to the .OBJ format. Although the overall mesh data is very similar (as far as appearance and mapping) the .SMD is more specifically designed to retain the actual skeletal data, including envelope parameters and generally a singular animation pose as well. The .OGF file contains within it more or less a complete set of character data (much like the Half-Life .MDL) which includes a number of animation sequences, and is very easily exportable to the .SMD format.

The bones themselves, however, need to be either completely rescaled or (more likely) rebuilt within the mesh if you want to adjust or create any new animations. This isnt entirely necessary if the model is to be directly re-imported into the SDK for the ol' .OGF treatment, but all of the vertices must be accounted for within the mesh.

This .SMD data does contain all of the exact parameters for the original skeleton within it, in a text-format, so even if bones need to be completely recreated their enpoints/pivots/whatnot can be directly copied from this reference.smd text. Also contained within this text are the complete parameters for placement of the texture map(s) on the mesh itself, and will work equally well if the image is .DDS, .TGA, .PNG, .JPG, or whatever. all that is required for it to be re-integrated into the game is for the actual engine to accept it.

(This of course is much more a pain in the ass than one might think, so do yourself a favor and wisely convert the image to .DDS and use proper naming conventions if you havent just opted to work in the .DDS format from the get-go!)

By the way... for those who haven't done so, I suggest obtaining a windows plugin that will allow you to view .DDS files as you would any other image format. Y'know... like as thumbnails in your folder structure? It will save a lot of headache for you.

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