Hi guys. New to modding so be gentle, but I was wondering...
Ok, I want to modify a texture file I've extracted from KOTOR using KOTOR_Tool, and I get this square TGA file. Now my question is...is there any way to have the lines drawn on the TGA image so I know where the borders are for each piece of the texture? Right now it's a square puzzle, but I don't know where the edges of each piece are. Make sense?
Thanks in advance. :)
To get the texture maps you would need to export the model, import it into some modeling software, and export the UV map. I'm sure that sounds like gibberish, and it can be a bit intimidating for new modders, especially those who have never used modeling software before.
If you don't have any modeling software and don't really want to delve into this, just let me know which model you're retexturing and I'll see if I can get the maps for you. I will be out for the better part of the afternoon, though (on my lunch break for the next 10 minutes).
Ok, I think I see what you mean. So when the texture image is applied to the model, then the modeling software can export the texture file with the lines or "map" applied to it. Right?
Also, I use PhotoShop to edit images. Is there a way I can make the UV map a seperate layer, so I can have it displayed while I'm editing, but hide that layer when I save my final TGA file? Or do I have to basically paint over the lines with the new textures?
I'm installing Gmax right now to give it a try, so I hope I'm on the right path here. :)
Well, I've successfully exported my MDL files with KOTOR_Tool and loaded the model with Gmax. Now I have no idea how to get the texture file with the UV map applied saved to my PC.:confused:
I'm sure it's fairly simple to do for those with experience, but I can't make heads or tails of Gmax. I'll wait for assistance on this one...:rolleyes:
It can be hard to get the texture maps, which is why I like the Texporter plugin (should be a link to it in the tools sticky). It automatically generates a nice-looking UV map which you can then just save as the image type of your choice.
Ok, downloaded the plugin, but it fails to initialize on startup of NWmax. Any ideas?
You'd have to read the documentation on it. I've installed texporter twice, and I remember having issues figuring out how to work it both times.
Ok, I now have 3ds Max installed and the Texporter plugin in the "plugins" folder. I've loaded my ascii MDL file, and I can see the model in the four panels. Now how do I export the UV map?
You have to use texporter, choose the right resolution for your texture map, then click Pick Object and choose the object you want the texture map of. Then you can save it.
Ok, I'm looking through all the menus in 3ds and can't find anything about Texporter. I mean how do I use Texporter inside 3ds? I have a NWmax window on top of my 3ds main window which I use to load my MDL file. Then what?
BTW - Thanks for helping a total n00b like myself. lol :)