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English How to have same model, but retextured.

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old Re: How to have same model, but retextured.

BiGSiD
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there are two possible options:

1. you change only the graphic-file, repaint it in paintshop or similar -> the easy way

2. use this stuff (original ms3d-collection of all Stranded II modells) honor to the work of DC - dont forget
http://unrealsoftware.de/get.php?get=stranded2_all_models_ms3d.zip
so you can replace the texture in other sectors or groups on the faces of the modell (have to learn milkshape 3D) -> strong choice (unfavorable my choice)

see my mod(with user-help): http://www.unrealsoftware.de/forum_posts.php?post=173866#jn

old Re: How to have same model, but retextured.

superckool
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Is there a way to do it without replacing the original? I want to do this with a'lot of different models for different units that i made help would be appreciated. Thank you for your Answer though. Oh by the way can i include your graphical mod with my mod? Edit: Ive made an new model and animated it in Milk shape and they are ms3d how do i make it an B3d?
edited 1×, last 14.04.10 07:59:00 pm

old Re: How to have same model, but retextured.

Psytechnic
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If you mean, can you make a COPY of the native and apply a new texture, then that is quite simple.

Copy the native model ("native.b3d") into a different folder from the original (something like "gfx\NativeNewSkin") and copy "nativeskin.jpg" in there as well.

Then, simply repaint the texture how you want it to be and reference the new model from that folder.

For example:
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### New native
id=something
icon=whatever
model=gfx\NativeNewSkin\native.b3d

The reason this works is because model to texture links do require the file name to be the same, but they are relational to their folder.

old Re: How to have same model, but retextured.

BiGSiD
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Because you are so fond of you asked, you may also use my (our) data for your mod.

Official permission. So the files live will definitely continue.

But mentioned by name does not harm

to convert animated modell to b3d, use export option in milkshape-> export to BlitzBasic3D(b3d) be sure, by opening the b3d-modell in editor, if texture has an relative path not an absolute(can read in first row of cryptik data in file).

sorry for bad english
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