Reskinning Issues

captainkman

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Hello everybody!

I am trying to make Herbie out of halfdan's VW Beetle Yellow. I am having trouble though. The bmp file only has one texture for the side. I am trying to put 53 on both sides. On one side it turns out like this:


But on the other side it is like this:


Is there any way to overcome this?

Thanks in advance!
captainkman
 
Attach Decal

captainkman -

Create two disks in GMax or Blender, paint them with your desired numbers, then export them as a separate .im and add this as a second mesh object in the config file (you'll need to fiddle the sizes and locations so, ideally, they're about 1/4 inch out from the sides of the vehicle - some curvature may be necessary). Be sure the .tga file is also copied to the edit folder. (It's not a real decal, you don't need an alpha chanel for transparency as long as you match colors exactly.)

A good way to make the two disks match is to create just one, clone it, link the clone to a dummy point on the centerline and rotate the dummy 180 degrees on the Z axis. This isn't the only way to do it, of course.

You *could* use your existing image with number, just place the points of the disks over the number area and horizontal-mirror the disk on the other side. The wrong-way number won't be seen because your opaque "decal" will cover it.
 
Thanks. I was hoping that wasn't the only way to do it. Does anyone know of a VW Beetle that I could use instead of Halfdan's
 
You can just create a horizontally-mirrored version of the texture in your graphics editor, then paste the number 53 on it and save the TGA as a seperate file from the right-side-view. ;)

Regards.
 
....Does anyone know of a VW Beetle that I could use instead of Halfdan's.....

Search the DLS for "VW" or "beetle" there are loads - you might find one that has the texture (graphic) format you need - i.e. different left and right sides in the .tga file.
 
You can just create a horizontally-mirrored version of the texture in your graphics editor, then paste the number 53 on it and save the TGA as a seperate file from the right-side-view. ;)

Regards.
What would I call it?

BTW, I've looked on the LS and the other beetles either have the same problem as the one above, or just one texture for the wole thing. (1948 beetle)
 
What would I call it?

BTW, I've looked on the LS and the other beetles either have the same problem as the one above, or just one texture for the wole thing. (1948 beetle)

Just call the TGA file the name of the original plus something like "-left". ;)

You will have to manually apply the new material to the model and map it. ;)

Regards.
 
Just call the TGA file the name of the original plus something like "-left". ;)

You will have to manually apply the new material to the model and map it. ;)

Regards.
You probably know what question I am going to ask now, dont you!

For those who don't: How do I map textures?
 
You probably know what question I am going to ask now, dont you!

For those who don't: How do I map textures?

Now for the scary question: you do have the source model (.gmax, .max, etc.) file for the model, right? Because if not, uh oh! :p :'(

When making a vehicle that does not have lettering, etc., peple may often just use a texture for one side and map it to the other side flipped horizontally. That is where your issues come up. ;)

Regards.
 
Now for the scary question: you do have the source model (.gmax, .max, etc.) file for the model, right? Because if not, uh oh! :p :'(

When making a vehicle that does not have lettering, etc., peple may often just use a texture for one side and map it to the other side flipped horizontally. That is where your issues come up. ;)

Regards.
OH NO! That means I cannot do it! If halfdan created the model, then how am I supposed to get the source model.

Then again, blender may be sitting on my hard drive, so I could go back to the first suggestion.
 
OH NO! That means I cannot do it! If halfdan created the model, then how am I supposed to get the source model.

Then again, blender may be sitting on my hard drive, so I could go back to the first suggestion.

Yup, Blender or gmax. I would try PWeiser's suggestion, as it might be the only way to go in this case. :eek:

Regards.
 
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