As you know, map making for my campaign continues smoothly, but now I'm coming to an entirely new area, for the time being.
As people remember, I've posted a request thread for a series of custom decals, of both faction, curved and alphabet. So far I've managed to make something with faction decals, but I still needed help with alphabet and such (No, not Sheograth's work).
Well, I decided to make the decals myself. I plan to export the m3 models and the texture maps for the decals so I can modify them, put what I want out of alphabet and corrected curved decals (Construction and white) and then rename them and put them into the editor.
The question I want to make is: I can import them through the import/export editor, but how do I code them so they'll get the right texture? Does it demand some XML programming? If so, how can I code this and implement it to the editor?
This question's answer may also be useful should I want to put in an all-made custom model.
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The Light will blind you. Step away from it!!!
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Hey there.
As you know, map making for my campaign continues smoothly, but now I'm coming to an entirely new area, for the time being.
As people remember, I've posted a request thread for a series of custom decals, of both faction, curved and alphabet. So far I've managed to make something with faction decals, but I still needed help with alphabet and such (No, not Sheograth's work).
Well, I decided to make the decals myself. I plan to export the m3 models and the texture maps for the decals so I can modify them, put what I want out of alphabet and corrected curved decals (Construction and white) and then rename them and put them into the editor.
The question I want to make is: I can import them through the import/export editor, but how do I code them so they'll get the right texture? Does it demand some XML programming? If so, how can I code this and implement it to the editor?
This question's answer may also be useful should I want to put in an all-made custom model.