Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: magatsu1 on July 20, 2004, 02:29:00 pm

Title: UV mapping BIG ships
Post by: magatsu1 on July 20, 2004, 02:29:00 pm
I had loads of trouble with us before my few months absence. I'm woundering though, is there a quicker way to UV large ships (ie; ships too big for Lith) rather than painting them by poly, or groups of polys,then correcting the UV, as this is taking bloody ages and it's a real ballache.

I'm using TS5 and it's UV tools BTW.
Title: UV mapping BIG ships
Post by: Nuke on July 20, 2004, 07:02:11 pm
i ur using ts6 id just paint the polys first, then the uv editor will allow you to view the uv map on a per material basis. not sure if that works in ts5 though. in ts4.2 id map out part of the ship and used uvtweak to translate the map out exactly one texture length and/or width then continue mapping out textures. theoretically you should now be able to do capships in the same way you do fighters and use really hi res textures. its actually better for the new htl engine to use fewer textures.
Title: UV mapping BIG ships
Post by: magatsu1 on July 23, 2004, 05:10:28 pm
I'm aiming to make my masterpiece FS>Vanilla compliant as it's not high poly or anything. LOD0 is nearly done now anyway. It is a pain in the ass.
Title: UV mapping BIG ships
Post by: aldo_14 on July 23, 2004, 05:57:15 pm
Just make them the same way as fighters & use bigger maps.  That's what I'd do.