Texture problem in Call of Duty 2

mrjack

VIP Member
I just made a "high-res" skin for the American ranger model in COD2. I took the texture, normal map and specularity map and then made them into a material in MAYA. I then rendered it until I was satisfied with the result. Then I pasted the rendered image over the old texture and converted it to the correct format and got it running ingame. It works, but the UV map seems to be seriously f***ed up. Here is a pic of the skin ingame in the map Rhine. http://img508.imageshack.us/img508/3008/cod2skin6co.jpg I was wondering if anybody had any clue about what could be causing this. There was a strange thing about the original texture though, it seemed to be cut in half and the deleted part would have been made black. The dimensions of the image is 4096x1024, 2048x1024 has a texture on it the rest is black.
 
The image was 4096x1024 in .bmp format, but it should have been like it was in the .dds format, 2048x1024. No wonder half of the image was messed up. I noticed the difference in sizes after I downloaded a plugin from nVidia's site that enables me to see thumbnail pics of .dds files. I simply saved the .bmp version after I had made it 2048x1024 in size then I saved it as a .dds and converted it with a tool into a .iwi file. And did the appropriate procedures and voilá, it worked. Now I'm gonna make some more high quality textures.
 
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