How to find where on the mesh?

jeff1959

Active member
I am working on converting some .tga files to Photoshop to make layered templates for reskinning. What I am trying to do is find a way to figure out what on the tga file goes where on the mesh.

I have searched the forum for this topic, without success. If this has been already answered, I apologize and ask for the link to the thread.
 
Each object and its texture file is unique. It is the creator who decides what goes where. I don't think there is any rule, at least I've never followed any rule with my creations. for a specific object, you'll have to open the original mesh file (if you have it) and see how the texture was applied.
 
I guess that's the real question that I have. I have the .IM file, but how to I open that to see how the texture is applied?
 
Replace the texture by a texture with nothing else but numbers. That way you can sort of get a guess what goes where. That's what I did the first time I tried my hand on reskinning some weird object.
I quickly gave up.
 
I second the above answer. Split up the texture map into 16 smaller squares, and color each differently (after saving the original texture to another file, of course). Use PEV's Mesh Viewer, to open and see what goes where. If you've found what you're looking for but still want more specificity, split up the color box of the mesh detail you're locating into 4 smaller squares, and color each differently. Should be easier since most UV maps clumps are of a single mesh object.
 
I want to thank everyone who took time to respond to my question. While the work I am doing is being done in TS2012, I hope they might be useful to others. I am working on creating PSP layered templates that can be used to make reskinning easier for people. I have a couple of templates I have finished, but need to check with the real creator about sharing my work. Hopefully I will get some cooperation. My reskinnng is simply for myself, not to distribute. But I might make the templates available if people think they would be of use.
Jeff.
 
I want to thank everyone who took time to respond to my question. While the work I am doing is being done in TS2012, I hope they might be useful to others. I am working on creating PSP layered templates that can be used to make reskinning easier for people. I have a couple of templates I have finished, but need to check with the real creator about sharing my work. Hopefully I will get some cooperation. My reskinnng is simply for myself, not to distribute. But I might make the templates available if people think they would be of use.
Jeff.

The thing is, a template for one object probably won't work for another object, especially if it's created by a different Modder.
 
The thing is, a template for one object probably won't work for another object, especially if it's created by a different Modder.

I realize that it will only work for one object. In my case I am focusing on locomotives that people might want to reskin.
 
I realize that it will only work for one object. In my case I am focusing on locomotives that people might want to reskin.
I think that would only work on that one specific locomotive. Those are especially complex objects, each one pretty unique. Even the same loco made by different creators can had totally different texturing schemes.
 
OK, I was obviously wrong. I thought people might be interested in templates being developed for different locomotives. I was wrong. Sorry I mentioned it. After all I guess my efforts at reskinning wouldn't be very good anyway.
 
No I think re-skinning templates would be a great idea but as I see it, only the creator of the original mesh could provide it since only that person would know how the original was really textured. Everyone else is just guessing. Often a good guess never the less but for 100%, you need the original.
 
OK, I was obviously wrong. I thought people might be interested in templates being developed for different locomotives. I was wrong. Sorry I mentioned it. After all I guess my efforts at reskinning wouldn't be very good anyway.

If you talk nicely to the content creator they may even have a layered image floating round unless they're like me and haven't the faintest what a layer is. I used to do reskin kits for some of my content but that was some time ago.

Cheerio John
 
It depends on what the asset is whether or not I use layers. Rolling stock? DEFINITELY! How else could I offer a lot of different roadnames on the same model car?

But layers in Photoshop and Illustrator are indispensable. I couldn't work without them. In Trainz Surveyor, to me, they're useless and a nuisance, and only seem to cause problems for those who don't use or understand them. I can see how they might be used in Surveyor, but I have no need for them.

Guess I got off topic. I'm good at doing that.
 
I thought people might be interested in templates being developed for different locomotives.
Whatever you do with it, don't use PSP. It cannot handle transparencies correctly.

There is no mechanism for distributing templates. Perhaps it would develop if it got enough initial impetus. PaintShed was a form of generalized reskinning that used locos of a standard shape with standard templates. As image editing programs became more available and easier to use, it dropped out of favour.

The most common forms of reskinning are just to adjust colors, add weathering, remove and replace a logo or running number, or to add some specific detail. In those cases it is usually easier to work from the original, making small changes at each step.
 
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