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arma:texturing:reskin_tut [2008-04-28 22:16]
snakeman created initial reskin_tut page
arma:texturing:reskin_tut [2017-10-06 17:22] (current)
snakeman http to https switch.
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 [[ftp://​downloads.bistudio.com/​Tools/​ARMA_SampleModelsEnvironmentOther.zip|Sample models of all models used as part of the environment]],​ 60mb.\\ [[ftp://​downloads.bistudio.com/​Tools/​ARMA_SampleModelsEnvironmentOther.zip|Sample models of all models used as part of the environment]],​ 60mb.\\
 [[ftp://​downloads.bistudio.com/​Tools/​ARMA_SampleCharactersAnimals.zip|Sample models of all creatures]],​ 67mb. [[ftp://​downloads.bistudio.com/​Tools/​ARMA_SampleCharactersAnimals.zip|Sample models of all creatures]],​ 67mb.
 +
  
 ====== Prepare the file structure ====== ====== Prepare the file structure ======
  
-In order not to cause any conflict with other addon makers we use the "OFPEC TAG" system. If you don’t know what it means its just basicly that you can’t have two "​urals"​ that is called Ural, how will the game know which is the yellow, blue, russian or my reskinned UN one if they have the same name.+In order not to cause any conflict with other addon makers we use the "​TAG"​ system. If you don’t know what it means its just basicly that you can’t have two "​urals"​ that is called Ural, how will the game know which is the yellow, blue, russian or my reskinned UN one if they have the same name.
  
 Thats why I will call mine rc_ural.p3d,​ RC is the tag I use, it SHOULD be three or mroe, but I use only 2. Thats why I will call mine rc_ural.p3d,​ RC is the tag I use, it SHOULD be three or mroe, but I use only 2.
- 
-Read more for more information visit [[http://​www.ofpec.com/​tags/​|OFPEC TAG]]. 
  
 Now back to the structure, because I will make more vehicles I use my own structure that look like this: Now back to the structure, because I will make more vehicles I use my own structure that look like this:
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 Now its time to start oxygen up and load the ural, as you can see there is not much of a truck there and if you really observant you also notice that i already saved it to "​rc_ural"​. Now its time to start oxygen up and load the ural, as you can see there is not much of a truck there and if you really observant you also notice that i already saved it to "​rc_ural"​.
  
-{{ http://tactical.nekromantix.com/images/wiki/​reskin_imported.jpg }}+{{ https://pmc.editing.wiki/​images/​reskin_imported.jpg }}
  
 Its not because there is some error with the model, its just that some parts have be hidden. This makes it easier when you work with a small detail that you don’t have to see everything. Its not because there is some error with the model, its just that some parts have be hidden. This makes it easier when you work with a small detail that you don’t have to see everything.
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 **CTRL-H** will hide stuff if you wish to do it later. **CTRL-H** will hide stuff if you wish to do it later.
  
-{{ http://tactical.nekromantix.com/images/wiki/​reskin_unhidden.jpg }}+{{ https://pmc.editing.wiki/​images/​reskin_unhidden.jpg }}
  
 Anyway now we got our model but we still need to know which texture we want to edit. Anyway now we got our model but we still need to know which texture we want to edit.
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 Go up to "​window -> Resources Library"​ Go up to "​window -> Resources Library"​
  
-{{ http://tactical.nekromantix.com/images/wiki/​reskin_library.jpg }}+{{ https://pmc.editing.wiki/​images/​reskin_library.jpg }}
  
 Now, by holding CTRL and press Left mouse button (later in the text refered to LMB), now you will see which part of the model that get selected. ​ Now, by holding CTRL and press Left mouse button (later in the text refered to LMB), now you will see which part of the model that get selected. ​
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 most of the exterior gets selected and thats where I will start. most of the exterior gets selected and thats where I will start.
  
-{{ http://tactical.nekromantix.com/images/wiki/​reskin_library2.jpg }}+{{ https://pmc.editing.wiki/​images/​reskin_library2.jpg }}
  
 ====== Editing the texture ====== ====== Editing the texture ======
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 As you can see i simply put some more layers to make it white and added UN on the bonnet / hood (the engine cover). As you can see i simply put some more layers to make it white and added UN on the bonnet / hood (the engine cover).
  
-{{ http://tactical.nekromantix.com/images/wiki/​reskin_layers.jpg }}+{{ https://pmc.editing.wiki/​images/​reskin_layers.jpg }}
  
 Time to save, **DON’T OVERWRITE, SAVE IN YOUR NEW FOLDER!** Time to save, **DON’T OVERWRITE, SAVE IN YOUR NEW FOLDER!**
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 In order to make sure your vehicle used the new texture, you used to have to change on every lod but with the new oxygen it comes with a nice tool called... In order to make sure your vehicle used the new texture, you used to have to change on every lod but with the new oxygen it comes with a nice tool called...
  
-{{ http://tactical.nekromantix.com/images/wiki/​reskin_mass_rename.jpg }}+{{ https://pmc.editing.wiki/​images/​reskin_mass_rename.jpg }}
  
 Now just open it, select the texture you have changed. Type in the new path and you done! Now just open it, select the texture you have changed. Type in the new path and you done!
  
-{{ http://tactical.nekromantix.com/images/wiki/​reskin_un_truck.jpg }}+{{ https://pmc.editing.wiki/​images/​reskin_un_truck.jpg }}
  
 //Time for beer people and remember; practice makes a pro, not following tutorials...//​ //Time for beer people and remember; practice makes a pro, not following tutorials...//​
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 ====== Notes ====== ====== Notes ======
  
-This tutorial was posted with granQ'​s permission from [[http://​arma.totalgamingnetwork.com/​showthread.php?​t=30544|here]].+This tutorial was posted with granQ'​s permission from [[http://​arma.totalgamingnetwork.com/​showthread.php?​t=30544|arma.totalgamingnetwork.com]].
arma/texturing/reskin_tut.1209420969.txt.gz · Last modified: 2008-04-28 22:16 (external edit)