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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 03-27-2005, 11:10 AM   #1 (permalink)
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Default Skinning Different Faces

How in RenX do you skin say the wall of a building and the roof of a building both in detail, not just having one as a sliced plane of the other?
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Old 03-27-2005, 05:06 PM   #2 (permalink)
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um, what? lol

show me some pictures.there are many techniques, but first I need to see what you are doing.
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Old 03-27-2005, 05:49 PM   #3 (permalink)
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erm.. ok you see how in the below image the texture on the front and side of the building is simply lined from the colours the roof ends on because it is a derect Z axis pull across the plane.

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Old 03-27-2005, 05:58 PM   #4 (permalink)
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Correct me if I'm wrong, but I think the problem is that you're just applying textures, but didn't unwrap them.

For more information, http://killasmods.game-mod.net/page.php?file=tnkskn1
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Old 03-27-2005, 08:02 PM   #5 (permalink)
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It looks like he has planar mapped the entire mesh along the Z plane.

You can map specific faces in the Unwrap UWV modifier, you just go into selct face sub-object mode.If you want more control over scale, then use UVW Map.

Theres a couple of ways you can do it.

The cube on the left is planar mapped along the Z-axis.The cube on the right has used 'Box' mapping, one of the options in the UVW Map modifier.UVW Mapping will still require unwrapping, in order to arrange polygons so they are not overlapping(unless that is desired).

To map specific faces of a mesh, first apply an 'Edit Mesh' modifier


Then select the faces you want to map


And then apply the UVW Map modifier


Repeat the 3 steps for any further faces you wish to map.
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