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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 01-12-2005, 11:29 AM   #1 (permalink)
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Default Chilliskinner gone?

the chilliskinner link doesn't work, and I can't seem to find an alternate place for it.

somebody know where it went?

somebody know of alternative tools?
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Old 01-12-2005, 12:02 PM   #2 (permalink)
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Quote:
Chilliskinner Gone
Good riddence
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Old 01-12-2005, 12:30 PM   #3 (permalink)
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I still have a copy for d/l if you really want it. Tools
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Old 01-15-2005, 11:05 AM   #4 (permalink)
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Na - I have a copy of it. Just pitty it's gone.

Are there any alternatives? ... or even better, since there is alot of ppl complaining about chilli - where is the better method?? I havn't found it...
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Old 01-15-2005, 12:47 PM   #5 (permalink)
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Doing it manually with UVW Unwrap is better.
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Old 01-15-2005, 11:10 PM   #6 (permalink)
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Originally Posted by killakanz";p=&quot View Post
Doing it manually with UVW Unwrap is better.
not necessarily... chilliskinner is good for tanks and other vehicles... just not for anything that is rounded... it's a good tool if you take some time to learn how to use it...
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Old 01-16-2005, 01:45 AM   #7 (permalink)
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http://www.unwrap3d.com/
Im useing this right now, and its really good.
just export our models from 3DS Max into the .3ds format and Ultimat Unwrap will open as if it were the Unwrap editor in 3DS Max but it gives more tools and some automated unfolding utilities.
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Old 01-19-2005, 12:48 AM   #8 (permalink)
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I just open the texture file & start editing :P
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Old 01-19-2005, 02:01 AM   #9 (permalink)
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No, you open the .3ds file in Ultimate Unwrap3D and start editing the actuall model geometry into a template for creating a skin. The website has a descent amount of info on how to use it and extra plugins for use in tangent with other program formats.
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Old 01-19-2005, 03:24 AM   #10 (permalink)
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Quote:
Originally Posted by killakanz";p=&quot View Post
Doing it manually with UVW Unwrap is better.
Let's stay honest please. It's better because you personally prefer that method...

What is correct is that doing it MANUALLY, usually results in a better and cleaner UV layout. How you get there is a matter of personal preference and has more to do with "feeling comfortable" with the method you choose.
There are basically 2 methods:
-One is a more abstract approach using UV-unwrap where you edit and join up chuncks in a flat, 2D space on a separate window.
-The other, using chilliskinner, has a more 3D character as it allows you observe and analyze your future UV layout on the 3d model it self.

Personally, I have a preference for the 3D approach as I like to turn around my object to figure out the best possible UV layout. It just gives you a more intense feedback then with the other method. Down side is that it seems a bit more tedious because you have to morph it back into its original shape.

As for round objects being more difficult with chilliskinner, that's simply not true.
IF you unfold correctly, there should be no difference in difficulty level on rounded objects. Neither method is changing the difficulty level of the mesh. And it's exactly that what determines the complexity of a layout. And not the tool you use for it...
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