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ET85

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About ET85

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  1. I actually did a little more messing around and downloaded Oppie's BK .pk..I see how the "lot editor" is where a lot of the magic happens. Also, I get the decal process..I am curious tho how you tweak the locations of the decal boxes in the editor when you cant really see them display in editor? I brought the obj. back into maya to see if there was any vertex color info stored, but that could of been lost when the PaK exported it out. I know the BK is using wood, brick, and a noise textures for the buidling. However, I'm still kind of curious if is just flat color with Normal info . I'm guessing Uv's is a different process, hence the "import interior uv" button, which answers one of my questions. Really cool stuff! I cant wait to grasp some more.
  2. I was wondering if anyone had any luck extracting some of the texture maps for any of the commercial buildings? I know oppie did because I was checking out his BK and McD's buildings..I had no problems getting the .obj into maya, or putting the RW4 files in its own package. But for some reason I'm not getting any of the texture sheets to display. I'm wondering if I'm just misunderstanding their texturing workflow. Are they using vertex colors and then BW textures over the model like a multiply and than just using custom decals? I mean i'm looking at the BK and McD's and they for sure have texture on them, so I'm kind of curious where the UV's are stashed because they dont come with the OBJ. Or should I being seeing actual DFS, SPEC, NM , Gloss all under the textures? I'm seeing numbers of textures...a lot of different unknowns, but no real way to access them. I've checked its parent PROP too. I figured the Raster files with the RGB masks were for the placement of where the buildings spawned, deciding where to place construction, parking, tree, grass etc. but i've been reading the textures are usually hooked up with the RW4 file. Hopefully, this doesn't sound too much like ramble...The answer is probably right in front of me. ALSO thank you Ollie (and everyone linked to the project) for the great work!
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