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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 12-08-2003, 12:39 PM   #1 (permalink)
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Default a problem with henford's skinning tutorial

as u probably all noticed, the pics aren't working.
i've tried to find an alternate source for the pics, but neither did henford respond to my mail, nor is his page working.
does anyone know where to get them?



my basic problem is that i need to find a way to unwrap several object in one scene into one uv. i'm trying to texture mech which consist of 9 or more seperate parts(feet, thighs arms torso, hip etc) and texturing them all seperately is A: a lot of work which could be way easier, and B: i was told that something like 12 textures or so wouldn't work in generals.
so if you happen to know a way to unwrap all those seperate object at once, i won't need the pics anymore :drunk:
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Old 12-08-2003, 02:23 PM   #2 (permalink)
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you want to group them, unwrap them, then ungroup them. they'll retain the unwrap information even though they arent the same object anymore.

look to proclones skinning tutorial on the blitz site for more info.
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Old 12-09-2003, 08:36 AM   #3 (permalink)
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Default Re: a problem with henford's skinning tutorial

Quote:
Originally Posted by Chevieblazer
as u probably all noticed, the pics aren't working.
i've tried to find an alternate source for the pics
Welcome to the club. :lol:
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Old 12-09-2003, 09:22 PM   #4 (permalink)
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http://gendev.origin-network.net/pag...iting/skinning
Not exactly the same, but it was written from Henford's tutorial.
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Old 12-10-2003, 01:17 PM   #5 (permalink)
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thank mastermind, i'll try that one!

btw, i tried that grouping idea. grouping worked fine, but then i couldn't unwrap any polies from the grouped mech :tard:
is this because i re-imported it from w3d?
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Old 12-10-2003, 07:10 PM   #6 (permalink)
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You can't unwrap groups, they have to be editable mesh objects. If you ungroup them, you will be able to unwrap them.
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Old 12-11-2003, 10:39 AM   #7 (permalink)
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which would bring me back to the original problem of having 12+ seperate objects, and 12+ seperate textures, right?
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Old 12-11-2003, 04:36 PM   #8 (permalink)
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If I understand the problem correctly, it doesn't matter how many parts you have. If your mech had 50 legs you could put them all on the same UVMap. Just ungroup everything and make your UVMap and then you can re-group them once the skin is attached. Hope that helps.
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Old 12-11-2003, 06:47 PM   #9 (permalink)
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sorry i gave bad info before... dont "group". right click and use "attatch". then you can upwrap each part. when they are all unwraped, click "element" as your selection method. click each seperate part, right click, and choose "detatch".

i know this is how it can be done in renx. if you are using 3ds max then the process might be different.... im not sure.
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Old 12-12-2003, 01:33 PM   #10 (permalink)
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i'm using renx, but when i want to get into editable mesh modifier to select element mode, all textures vanish :S
or am i gettin somewthing wrong
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