[REQ] Some (I think easy) mesh edits

Post » Sat Feb 19, 2011 7:53 am

Hello folks,

I was wondering if anyone here could make some minor edits to some stock meshes of the game.

Basically I'm trying to work with a set of stock road meshes, but they really limit the amount of freedom when it comes to textures (it just mirrrors them on the mesh which I do not want). The standard road texture looks like this:
http://i56.tinypic.com/sm8v3p.jpg

When I edit the actual "road" part it gets duplicated and mirrored on the mesh (It seems to be like this for most meshes in Fallout 3, Oblivion used this "system" a lot less luckily!), screwing the damn thing up.

Could someone make it so that it no longer mirrors the textures on the following meshes?
http://syndicate.visualshine.de/downloads/wastelandroad3wayl.nif
http://syndicate.visualshine.de/downloads/wastelandroad3wayr.nif
http://syndicate.visualshine.de/downloads/wastelandroad4wayr.nif
http://syndicate.visualshine.de/downloads/wastelandroadendcapl.nif
http://syndicate.visualshine.de/downloads/wastelandroadendcapr.nif
http://syndicate.visualshine.de/downloads/wastelandroadstraightlong.nif

I don't have anything to offer, other than my gratitude.

Thanks in advance for whoever is willing to lend a helping hand.

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Louise Dennis
 
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Post » Fri Feb 18, 2011 7:03 pm

That would require editing the uv map. mirroring and re'uving the mesh would work, however, placing the full road piece in the uv map instead of mirroring it will cut its size in half, this would mean the road section itself would have 1/2 the ability to retain texel detail
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Hayley O'Gara
 
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Post » Fri Feb 18, 2011 8:07 pm

That would require editing the uv map. mirroring and re'uving the mesh would work, however, placing the full road piece in the uv map instead of mirroring it will cut its size in half, this would mean the road section itself would have 1/2 the ability to retain texel detail

Oh dear... Not going to bother anyone with that.
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Add Meeh
 
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Post » Sat Feb 19, 2011 8:29 am

Closed by request.
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Taylor Tifany
 
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