View Full Version : How to apply a dds file to a W3D file
02-23-2003, 07:11 PM
How exactly do you apply a DDS file so it appears on the W3D file of an object in game. I have both the dds file (512x512, mip mapped and the W3d file. so what do i have to do?
02-23-2003, 07:31 PM
well.. what I did for myself was..
First I UVW skinned my model, then I made the texture file for it.. saved it as a TGA and slapped the TGA texture on my model in RENEX.. then I exported my model into the W3D folder..
then I fired Photoshop up again.. opened up the TGA texture file.. saved it as a 512x512 dds file with the option set like it says in the tutorials.. the .dds file I saved under the same name as the TGA (BF109Textures.dds) and set it into the arts/texture folder..
and when I opened up generals.. the model had the .dds texture
maybe thats how its supposed to work.. or not.. but it worked for me.
hope it works for you too
02-24-2003, 03:54 AM
*.DDS is nothing more that a compression format (much like *.zip).
The bitmaps are saved in TARGA format (*.TGA), a very flexible bitmap format, much used in broadcasting animations...
If you open a w3d file in notepad, you'll see that all textures are defined as *.tga's... ;)
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