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0.2A beta bug report
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DevilDog [812]



Joined: 28 Apr 2009
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Location: United States

PostPosted: Wed Jun 30, 2010 6:35 am    Post subject: Reply with quote

off-topic, but i didnt want to start a thread just for this

what texture file would i need to edit to add a shoulder patch on American troops?
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sgtjake



Joined: 29 Aug 2009
Posts: 562
Location: Calgary

PostPosted: Wed Jun 30, 2010 6:48 am    Post subject: Reply with quote

texture.rfa
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DevilDog [812]



Joined: 28 Apr 2009
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PostPosted: Wed Jun 30, 2010 6:51 am    Post subject: Reply with quote

i know that much. what .dds file in the texture.rfa?
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sgtjake



Joined: 29 Aug 2009
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PostPosted: Wed Jun 30, 2010 7:53 am    Post subject: Reply with quote

just let me have a look
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sgtjake



Joined: 29 Aug 2009
Posts: 562
Location: Calgary

PostPosted: Wed Jun 30, 2010 8:10 am    Post subject: Reply with quote

look at the bottom of amerov_z.dds, that is the arm. for the tip of the sleeve, use ame1_sleeve_t.

I am pretty sure for amerov_z.dds that the left side is the top of the arm, so for rank badges (Which I have never seen worn on a BDU, except for an epaulet on their breast pocket) you might go inbetween the left side and the shoulder badge, for a flag just abit farther left than that.

why?
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DevilDog [812]



Joined: 28 Apr 2009
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PostPosted: Wed Jun 30, 2010 8:22 am    Post subject: Reply with quote

thanks

it would be a novelty patch that goes on the velcro spot on the upper arm. im not gonna say what it is, ill post pics if i get it working. but probably tomorrow, its 1:20am
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Marshall Nord
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Joined: 20 Mar 2007
Posts: 2647
Location: Midwestland, Federation of North America

PostPosted: Wed Jun 30, 2010 6:17 pm    Post subject: Reply with quote

It won't look right because it will either be too small or stretched.

The best way to do this would be an active kit part that could have a nice, clean UV map with large texture.
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DevilDog [812]



Joined: 28 Apr 2009
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PostPosted: Wed Jun 30, 2010 6:35 pm    Post subject: Reply with quote

thanks. its not really worth all that trouble. i was just going to add this patch

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Michael Mikes



Joined: 13 Oct 2009
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Location: Redcliffe, Queensland, Australia

PostPosted: Thu Jul 01, 2010 5:54 am    Post subject: Reply with quote

The shoulder patch texture for the US Soldier is on Amerun_Z.dds

Here it is on a blank template for Amerun_Z:

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Marshall Nord
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PostPosted: Thu Jul 01, 2010 2:20 pm    Post subject: Reply with quote

^ That's the top of the shoulder, not the outside where modern patches are placed.
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sgtjake



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PostPosted: Thu Jul 01, 2010 9:49 pm    Post subject: Reply with quote

wait so I was right?
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Michael Mikes



Joined: 13 Oct 2009
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Location: Redcliffe, Queensland, Australia

PostPosted: Fri Jul 02, 2010 7:06 am    Post subject: Reply with quote

Marshall Nord wrote:
^ That's the top of the shoulder, not the outside where modern patches are placed.
Can't you just move the shoulder patch to where they go now on the body models/meshes?
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Marshall Nord
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Joined: 20 Mar 2007
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PostPosted: Fri Jul 02, 2010 4:51 pm    Post subject: Reply with quote

Michael Mikes wrote:
Marshall Nord wrote:
^ That's the top of the shoulder, not the outside where modern patches are placed.
Can't you just move the shoulder patch to where they go now on the body models/meshes?


No. If you do that, then the animation skin is "broken" and the soldier animation skin would have to be redone.
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Michael Mikes



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PostPosted: Sat Jul 03, 2010 8:20 am    Post subject: Reply with quote

Marshall Nord wrote:
Michael Mikes wrote:
Marshall Nord wrote:
^ That's the top of the shoulder, not the outside where modern patches are placed.
Can't you just move the shoulder patch to where they go now on the body models/meshes?


No. If you do that, then the animation skin is "broken" and the soldier animation skin would have to be redone.
Bugger.
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MoronSeaman



Joined: 11 Oct 2009
Posts: 61
Location: America Biotch!

PostPosted: Tue Aug 03, 2010 5:44 am    Post subject: Reply with quote

yeah its a bugger alright, it'd be nice to have the patches to show what Division and country etc...
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