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Dumb TXI Question


Lord_Tuvitor

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I'm in the process of making a pack of items for KOTOR (1) and one of the items I am trying to make is a Jedi (Master) Robe with elements of chainmail in it. I've made the texture and added transparencies to the chainmail parts but despite the fact that I included a corresponding TXI with:

 

envmaptexture CM_Baremetal

 

in its contents, the robes are semi-transparent in the chainmail areas. When I created Eld Ro's Battlearmor (a Mandalorian armor variant) and did the same with the corresponding TXI file, it worked fine. Are Jedi Robes an exception to this method, and if so will this require an edit to appearance.2da? I'm trying to avoid including that at this point as a required file because I'd like the basic item pack to be "drop in and go" compatible with other mods.

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For the robes it would require an edit to appearance.2da if you wanted to use a shader on them, However you would have to edit all the PC rows plus any npc's rows if you wanted them to use the robe and another draw back to this is the fact that when you force an envmap shader on an appearance row it will affect the entire appearance.

 

So If the head used in one of the rows uses an alpha channel then you will end up with a metalhead. ;)

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So I'll have to go with the blackened chainmail look for now. For shame, for shame. :p

 

Well thanks for clarifying that for me anyways. I'll make a more "incompatible" version later on with a heavily modified appearance.2da that will conform more to my "vision" ;)

 

I'll probably be posting a link to my mods in a few days, because I have a bunch of items done. Too bad about the chainmail robes though.

 

One last thing -- do any of the "stock" KOTOR heads have alpha channels?

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