LORD SPARTAN Posted March 16, 2013 Share Posted March 16, 2013 I was looking to make a new skin of the default lightsaber without using a modeling software. But the problem with this is the default texture is the same as the short lightsaber. Now when I made the new texture on the original texture parts, I took it in game and it looks like crap . Now you gonna say: why try to reskin the actual game saber? Because I converted this for KotOR. So now I need the uvmap as a template, just to see what I am supposed to know what I should texture. Then I found this, but there is no way I make this to work for KotOR. Why? Because the model with the new uvmap is low poly and when I made a test and converted it for KotOR, the saber appeared white. So now I have to ask for help. Is there any other uvmap reference for the default model? Link to comment Share on other sites More sharing options...
DarthParametric Posted March 16, 2013 Share Posted March 16, 2013 You're wasting your time. The default UVs are completely irredeemable. Link to comment Share on other sites More sharing options...
LORD SPARTAN Posted March 16, 2013 Author Share Posted March 16, 2013 The default UVs are completely irredeemable. The term is weak as I can see. Thanks, I guess I will let this go down. As for Seprithro model, I can't find out why it don't work when I convert it from K2 to K1, not that I've tried it at all in TSL. Link to comment Share on other sites More sharing options...
DarthParametric Posted March 16, 2013 Share Posted March 16, 2013 I can't think of any reason why you shouldn't be able to convert Seprithro's remapped model to K1 using the usual approach. If it doesn't work though, you could do it easily enough in GMax. The simplest way to do it without replacing the actual mesh would be to just copy the UV co-ords from Seprithro's mesh to the vanilla K1 mesh. I know you said you didn't want to use modelling software, but that's the best way to address the issue. Link to comment Share on other sites More sharing options...
LORD SPARTAN Posted March 18, 2013 Author Share Posted March 18, 2013 I can't think of any reason why you shouldn't be able to convert Seprithro's remapped model to K1 using the usual approach. If it doesn't work though, you could do it easily enough in GMax. The simplest way to do it without replacing the actual mesh would be to just copy the UV co-ords from Seprithro's mesh to the vanilla K1 mesh. I know you said you didn't want to use modelling software, but that's the best way to address the issue. Well, like I said earlier, I've tried to convert it the usual way and it didn't worked. The model appeared in game, but there is no texture at all on it. As using Gmax, my problem is more complex than not wanting to use modeling software. My workstation is saturated with AutoCAD, SketchUP and many other software, so now I don't have any disc space at the moment and it will remain that way for at least three months. But I didn't verified the version of Mdlops, I remember that v6 don't do it for lightsabers. Edit: Yep, it was v6 so now I converted it with v5 and it works. It's not high poly but it works. Link to comment Share on other sites More sharing options...
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