J8son Posted April 30, 2011 Report Share Posted April 30, 2011 I have several custom textures I've done in Photoshop that I plan to inject into SVR 2010. However, the ratio of textures I have compared to the slots available in the paint tool menu, I can see myself running out soon. How do others handle their textures? Do people combine multiple textures in one slot? IE: If I have a face texture, would that take up one slot by itself, or can I have the face, costume and misc textures for the entire caw occupy that slot? If so, how would I make that work in the CAW menu? Thanks! Link to comment Share on other sites More sharing options...
J8son Posted May 1, 2011 Author Report Share Posted May 1, 2011 UPDATE: Just to clarify, can you utilize a texture like this in one slot in order to get more into the games without using up so many slots? Link to comment Share on other sites More sharing options...
HotavioH™ Posted May 2, 2011 Report Share Posted May 2, 2011 No dude.... This "Full Texture" is only to hack in-game models.... Link to comment Share on other sites More sharing options...
J8son Posted May 2, 2011 Author Report Share Posted May 2, 2011 No dude.... This "Full Texture" is only to hack in-game models.... OK, thanks for that info. However, I am curiuos. I saw Tekken's screen caps and he looks like he uses about 10 different slots for his Hogan's CAW. There is only about 20 slots in the Paint Tool menu. Let's say I have a CAW that requires many different texutres. If I'm using each slot for each indvidual texture (IE: slot one for logo, slot two for face texutre, slot three misc texture) and I use up say 10 slots of 20, how do I go about freeing up enough space to do another custome textured CAW in the future? I see that some CAW's here are so advanced they have just about every Paint Tool slot taken up. There must be some way to free this up for the next CAW correct? Link to comment Share on other sites More sharing options...
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