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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Jul 2005
Location: Germany's oldest city alive
Posts: 1,066
Downloads: 57
Uploads: 0
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A little update from my side.
I had the best modding tool (S3d, of course) at hand and didn't use it. ![]() I would test my half finished sub sinks by loading them in the game and finding the correct positions of where to put details of the texture as described above is also as tedious as it is unnecessary. Take S3D, open the [install dir]\data\submarines\[sub_name]\[sub_name].dat with it and open the branch of the root node for this model in the list view on the left. Then you will find, in the main window, a uv map preview that you can view and even save in as .png file in any desired resolution. Take 2048x2048 for example and include it as a new layer in your current skin you're working on, as a seperate layer. Then you will see where your painting and texturizing will be used on the 3D-model. Like this: ![]() Also, the S3D contains of a 3D model preview, so no running the game to test your work anymore until it is finished! I just though I share my newest *cough* "wisdom" *cough*. Such an obvious solution, and I was doing all my skins the hard way all the time ... ![]() |
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#2 | |
Frogman
![]() Join Date: Mar 2008
Location: Huntley, IL
Posts: 305
Downloads: 142
Uploads: 1
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![]() Quote:
Thank you so much ![]() This will be my first time using S3d.
__________________
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