Okay, i need some help with the uv mapping of my model.
I have made seams, applied the texture i want and i have it on my model. The thing is, im not sure what to do next, or even if there is anything that needs to be done after that.
1. Do i need to somehow "save" the uv map? Or is that done just by unwrapping and opening a texture?
2. Do i need to take some specific steps to link the uv to the mesh itself? It shows up and all, but i know how picky game engines and exporters can be.
3. In the uv mapping guide i followed i was told to create a material. Do i need to do this? Where is the create material button? How do i link the uv map to the material? how do i link the material to the mesh?
4. Anything else i need to do that i could somehow overlooked?
Someone knows how to setup an uv map in Blender 2.49b
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Re: Someone knows how to setup an uv map in Blender 2.49b
All you need to do is save your model as a .obj file and import into XSI and then through either the Pandemic msh exporter or MshEx into the game. Or if you have Milkshape through Bconstructor and in game. The UV map is automatically saved with the model in the obj format. The texture has to be converted to .tga and then saved alongside the model when put in game.
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Re: Someone knows how to setup an uv map in Blender 2.49b
Oh, i forgot to mention, i use Blender 2.49b
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mswf
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Re: Someone knows how to setup an uv map in Blender 2.49b
http://www.gametoast.com/forums/viewtop ... 36&t=17586
Completely read that thing I linked to. All the information you asked for + anything you didn't know you needed to know but that you actually did need to know will be in there. You can post here again if you don't understand something in there; I'm using Blender 2.49 to create SWBFII models and can do that without any problems. (well, most of them, some of them are not fixable without XSI)
Completely read that thing I linked to. All the information you asked for + anything you didn't know you needed to know but that you actually did need to know will be in there. You can post here again if you don't understand something in there; I'm using Blender 2.49 to create SWBFII models and can do that without any problems. (well, most of them, some of them are not fixable without XSI)
