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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 02-23-2003, 07:11 PM   #1 (permalink)
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Default How to apply a dds file to a W3D file

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?
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Old 02-23-2003, 07:31 PM   #2 (permalink)
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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

Cheers
Joe
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Old 02-24-2003, 03:54 AM   #3 (permalink)
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*.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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