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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Rheinland model

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Rheinland model
Offline Cyberanson
09-10-2009, 10:46 AM,
#61
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Posts: 1,555
Threads: 100
Joined: Mar 2008

Okay folks. I think I am ready to start the serious texturing. Thus I want you to give as detailed feddback on the model only:
[Image: 1qjy3s.png]

I'm asking for this, because I am using a global mirror on the X axis, which mirrors the textures also. If I want to use textures for the complete model, I need to assign the mirror model to the entire model, which means I always have to edit two sides instead of one.

I will start the real texturing process, after I am sure, that the model is good as it is. Thanks in advance.

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[Image: image.png]
Rheinland Military Information Center | Marinenachrichtendienst Central Computer
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Offline schlurbi
09-10-2009, 04:26 PM,
#62
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Posts: 4,688
Threads: 187
Joined: Apr 2009

I really like it, I would say you should go ahead with the Testuring.

The Plate on the Up/Front should be grey.
So should the both on the down/side.

Dont make it too colourful. Four different colours are enough I'd say.

"Who is it doing this synthetic type of alpha beta psychedelic funkin'?"
[Image: Newgoldensigfinishawesomecoolcolours.png]
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Offline Cyberanson
09-10-2009, 10:39 PM,
#63
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Posts: 1,555
Threads: 100
Joined: Mar 2008

Alright. This is the way I want to texture this model:
[Image: wb6pmf.png]

Not all textures are ready yet, but I want to finish it this way. Unfortunately it looks somewhat BHG.

Poly count: 1347
All textures 256*256 except for one.

Ah yes... and the engines are great, aren't they?:)

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[Image: image.png]
Rheinland Military Information Center | Marinenachrichtendienst Central Computer
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Offline Turkish
09-10-2009, 11:04 PM,
#64
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Posts: 2,617
Threads: 50
Joined: Aug 2007

I'm honestly not so keen on the textures, especially the ones with the text you've added. Its a better solution to simply work with the vanilla Rheinland textures instead of forming your own.

It creates for a more seamless feeling.

[Image: LibreIISuper_Small.png]

I have a fetish for all things Norse.
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Offline Cyberanson
09-10-2009, 11:36 PM,
#65
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Posts: 1,555
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The problem is, I only got ugly and tiny textures from the .mat files. Where do I find proper textures with the Freelancer UTF Editor? You know... the big ones.

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[Image: image.png]
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Offline Jacob S.
09-10-2009, 11:49 PM, (This post was last modified: 09-10-2009, 11:49 PM by Jacob S..)
#66
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Posts: 171
Threads: 9
Joined: Sep 2008

Judging from the original, I thought I'd hate this model full out and was ready to bake it in flames.
I'm happily surprised, this is better than a large amount of models that the so called "Modelers" try to squeak by with.

[Image: ReevePalmercopy.png]
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Offline Turkish
09-11-2009, 02:52 AM,
#67
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Posts: 2,617
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' Wrote:The problem is, I only got ugly and tiny textures from the .mat files. Where do I find proper textures with the Freelancer UTF Editor? You know... the big ones.

There should be a link to the extracted vanilla texture and model pack in the first aid thread.:)

[Image: LibreIISuper_Small.png]

I have a fetish for all things Norse.
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Offline Shagohad
09-11-2009, 05:04 AM,
#68
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Posts: 2,055
Threads: 145
Joined: Jul 2007

I still say it looks way too military. Can't something be done to make it look less threatening?

[Image: Tyrael.gif]
"THE HULL HAS BEEN BREACHED AND THE SCIENCE IS LEAKING OUT!"
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Offline Weedalot
09-11-2009, 06:16 AM,
#69
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Posts: 2,364
Threads: 38
Joined: Oct 2008

damn ventana .. Awesome.. i didnt comment before because i couldnt see (imagine) the final product.. and now its already clear it should look amazing.

' Wrote:I still say it looks way too military. Can't something be done to make it look less threatening?
yep dont stare it into its EYES:P

♠ Because we can ♠
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Offline Doom
09-11-2009, 07:48 AM, (This post was last modified: 09-11-2009, 07:48 AM by Doom.)
#70
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Posts: 1,694
Threads: 29
Joined: Apr 2006

' Wrote:The problem is, I only got ugly and tiny textures from the .mat files. Where do I find proper textures with the Freelancer UTF Editor? You know... the big ones.
in the MAT files:P

open MAT file with UTF editor.
under texture node you will find several sub nodes that contain textures. Select one of the subnodes, open it and export MIPS (or MIP0) as DDS. That means upon exporting, name texture by the name of subnode, and as extension add dds.

textures are usually 256x256 in size, but they can be smaller in some cases.

Then go here where you can find plugin for PS that will let you open and edit dds files.

Go here and get dds thumbnail preview tool. It will allow you to see dds thumbnails in windows explorer. Makes selecting textures easier.
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