VyMajoris 10 Posted July 30, 2011 (edited) It's a dirty job but someone's gotta do it... Edited July 30, 2011 by VyMajoris Share this post Link to post Share on other sites
sarge4267 16 Posted July 30, 2011 It's a dirty job but someone's gotta do it... sorry if this isn't the right place to ask but: isn't it necessary to stay in the blue lines in order to get your UVW correct? Share this post Link to post Share on other sites
VyMajoris 10 Posted July 30, 2011 sorry if this isn't the right place to ask but:isn't it necessary to stay in the blue lines in order to get your UVW correct? Yes, but I'm just unwrapping it. After I get everything nice and square I'll pack it inside the blue line thingy. Share this post Link to post Share on other sites
abs 2 Posted July 30, 2011 sorry if this isn't the right place to ask but:isn't it necessary to stay in the blue lines in order to get your UVW correct? Yes, and no. For example, pack everything into the square area where you want the texture to be, texture it, and then move the laid out parts to the corresponding area anywhere outside of the texture area, and it will still work. Not normal to do, but just being technical here. Abs Share this post Link to post Share on other sites
sarge4267 16 Posted July 30, 2011 Yes, and no. For example, pack everything into the square area where you want the texture to be, texture it, and then move the laid out parts to the corresponding area anywhere outside of the texture area, and it will still work. Not normal to do, but just being technical here.Abs and why would you move it outside the area? anyway thanks for the info! Share this post Link to post Share on other sites
max power 21 Posted July 30, 2011 and why would you move it outside the area?anyway thanks for the info! If you have lots of overlapping crap and want to keep the uv space clear and understandable, you can move your uvs +1 unit and they display the same texture. I move mine over because UVs outside of the 0-1 space aren't counted for baking, so there's no conflict when you have mirrored / overlapping UVs. Share this post Link to post Share on other sites
sarge4267 16 Posted July 30, 2011 ok thanks mate ;) Share this post Link to post Share on other sites
soul_assassin 1750 Posted July 30, 2011 I move mine over because UVs outside of the 0-1 space aren't counted for baking, so there's no conflict when you have mirrored / overlapping UVs. this is THE number 1 reason. Share this post Link to post Share on other sites
abs 2 Posted July 31, 2011 You wouldn't. I wouldn't. I have seen an addon that had this done, though, and it worked. Like I said, just being technical. Abs Share this post Link to post Share on other sites
jeza 5416 Posted July 31, 2011 Helps! Any idea how to get rid of the whiteness at the edges of my map? here: And here's another wip screen, very very early, not sure about the bushes in the tree line and the elevation seems a tad dodgy: Share this post Link to post Share on other sites
icebreakr 3159 Posted July 31, 2011 Try: - don't get too close to the map border with terrain - lower water? Share this post Link to post Share on other sites
jeza 5416 Posted July 31, 2011 Cheers Ice i'll give them both a try, one thing i can think of is at the start i went over the side of the border in photoshop so maybe thats it. As for the elevation set it to 35 in the config, but to many higher areas, however there's some bits which are so low its creating little ponds. Share this post Link to post Share on other sites
noubernou 77 Posted July 31, 2011 If your terrain isn't an island cant you turn on the infinite terrain edges? Share this post Link to post Share on other sites
jeza 5416 Posted July 31, 2011 If your terrain isn't an island cant you turn on the infinite terrain edges? Im sure its an error I made when scaling it outside the box, as my other map doesnt have this issue, believe I did what you mentioned above with the other one. Share this post Link to post Share on other sites
Rabidus 10 Posted August 1, 2011 @Jeza , i know what the problem more than likly is mate. its to do with the class OutsideTerrain .. ill get you on TS in abit if you're about Share this post Link to post Share on other sites
jeza 5416 Posted August 1, 2011 (edited) @Jeza , i know what the problem more than likly is mate. its to do with the class OutsideTerrain .. ill get you on TS in abit if you're about Fixed that cheers. Current WIP. changed terrain and vegitation: http://i304.photobucket.com/albums/nn176/JezaRCB/arma2oa2011-08-0117-46-06-16.jpg http://i304.photobucket.com/albums/nn176/JezaRCB/arma2oa2011-08-0117-46-36-69.jpg http://i304.photobucket.com/albums/nn176/JezaRCB/arma2oa2011-08-0117-47-58-20.jpg http://i304.photobucket.com/albums/nn176/JezaRCB/arma2oa2011-08-0117-48-19-29.jpg http://i304.photobucket.com/albums/nn176/JezaRCB/arma2oa2011-08-0117-49-21-42.jpg http://i304.photobucket.com/albums/nn176/JezaRCB/arma2oa2011-08-0117-49-47-84.jpg Question, road painter 0.1 is not working correctly for me, the keypoints or the road doent show up when I click, the interface is there but nothing happens when i selected road type or anything, any idea's? or A easier way to create roads? Edited August 1, 2011 by Jeza Share this post Link to post Share on other sites
mr. bravo 17 Posted August 2, 2011 Just finished the base-model for a Swedish backpack yesterday. Currently working on textures and additional pieces for different looking variants. There are way too few backpacks being made for this game! :D Share this post Link to post Share on other sites
CameronMcDonald 146 Posted August 2, 2011 Couldn't agree more. Good stuff. :) Share this post Link to post Share on other sites
rhaggan 10 Posted August 3, 2011 WIP of an L104 baton gun. I know it doesnt look anywhere near right yet so take it with a pinch of salt. http://i815.photobucket.com/albums/zz77/Robert_Haggan/buldozer2011-08-0216-08-24-52.png http://i815.photobucket.com/albums/zz77/Robert_Haggan/buldozer2011-08-0216-08-03-57.png http://i815.photobucket.com/albums/zz77/Robert_Haggan/buldozer2011-08-0216-08-18-46.png http://i815.photobucket.com/albums/zz77/Robert_Haggan/buldozer2011-08-0216-08-31-84.png I havent a clue why my UV mapping isnt working so ill get that sorted hopefuly sort of soon the model itself may take a while. Share this post Link to post Share on other sites
DaveP 66 Posted August 3, 2011 Hey Rhaggan, you just want to put the link to the image in tags, like so: Good start! Share this post Link to post Share on other sites
da12thMonkey 1943 Posted August 3, 2011 Looks like you're basing it of an AG-36, would it not be easier to make the newer L127A1 in this case? Share this post Link to post Share on other sites
rhaggan 10 Posted August 3, 2011 It probably would :P Im just trying to get used to using o2. Didn't realise we had changed over to a newer baton gun. although it would be eaiser to make that one by the looks of it just uses the UGL model and build up around that. Share this post Link to post Share on other sites
abs 2 Posted August 3, 2011 ... the model itself may take a while. I'd recommend finishing the model first, before you UV map. If you've finished one part of the model that you know you won't touch again, then you can start mapping that. ;) Abs Share this post Link to post Share on other sites
daman3 19 Posted August 4, 2011 Working on a low poly SDKFZ-222 at the moment Share this post Link to post Share on other sites
Rhodesy77 11 Posted August 4, 2011 (edited) The EBU - Enhanced Battle Uniform project continues. Coming up with some new patterns, inspiration comes from Lennards ArmA3 dutch troops he showed a while ago, and of course Multicam for some of the colours. Cheers Rhodesy Edited August 5, 2011 by Rhodesy77 Share this post Link to post Share on other sites