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appearance.2da and .txi files


maaes

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hi,

 

i've been looking through the forums for some threads about making metal armor effects and there's alot of good one's, but i'm still left with one major question.

 

is there really no way to modify armor, even with the use of a .txi file that will let you get metal effects on party and player character without having to edit the appearance.2da file and set the envmap cell to CM_Baremetal?

 

or is the fact that it is made this way actually what is causing that in some cases extras on models (like seprithro's soldier reskins) can be removed, because the appearance.2da envmap overrides the .txi file in the override folder?

 

it's probably not that big a deal, it just makes me ponder whether or not it would be possible.

 

thanks in advance for any info.

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I'm not an expert on this by any means but in my experience it seems that you do need that CM_Baremetal in the .2da for metal effects to work at all. This doesn't seem like of a very good way of doing things on Bioware's part so I could very well be wrong ... I'll look into it a bit

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thanks for the response - what made me wonder is that it seems to have little to no effect to make .txi files in your override folder for a given texture.

 

however changing the envmap setting in appearance.2da will - kinda limits the amount of different skins you make for every one character in that custom metal skins need the envmap set to CM_Baremetal and skins where you wish to remove stuff calls for envmap to be set to DEFAULT.

 

hopefully there is some way to work around this?

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this is not true, all textures i have tested, can be made baremetal, all that is required is the simple, .txi file, and a proper alpha channel, i did a quick test before posting, check mission in the 2da file, she was set to default, made a baremetal txi file, added proper alpha channel, and bingo, she glows

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I stand corrected .. though I have had some problems with this .. certainly on the NPC models but who knows ... anyway , does anyone know if its possible to have transparency AND a enviroment map effect like CM_Baremetal on one texture at the same time? I know you can't have multiple alpha channels in a .TGA and in my experiments I seem to only get either one or the other .. which brings up questions about how the engine deals with these ... anyone?

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