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Req: Help with txi and alpha


Icedrake

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Thank, ChAiNz.2da

But i have new proplem... =)

 

In the new project I do not accept standard structures of chrome-effect. I have wanted to add the structure - have changed file CM_Baremetal and have named CM_AVolMetal01.

When I have written in a txi-file for model "envmaptexture CM_AVolMetal01" (without quotes), the model was gone, but a shadow has remained:

http://i22.photobucket.com/albums/b336/AVol/AVol_2005-09-05_00-36-50.jpg

If to write "envmaptexture CM_Baremetal" all will be normal:

http://i22.photobucket.com/albums/b336/AVol/AVol_2005-09-05_00-32-20.jpg

Tried to change in appearance.2da - the same problem.

Whether probably to create new texture for chrome-effect?

 

how about the CM_goto.tga would that work for you?

Just a thought...

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Yes in [G]max each section of models or the single mesh models has an AuroraTrimesh modifier in it there are a few parameters that you can use. Just about all models have metal set as their models Base shader type , some are blinn if the model is blinn even with CM_Baremetal in the txi and appearance .2da chances are the model may still not shine . However by importing them changing the models shader type and recompiling you may be able to fix that. ;)

svösh

 

So ... I could change the shader on the miner uniform to metal instead of invisible stuff? I can barely contain the excitement! I might actually submit a mod of my own some day! Thank you soooo much. I tried to figure this out on my own in [G]max but I'm afraid 3d modeling is not my best area.

Thanks again! (Now I really want to leave work early) :)

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  • 5 months later...

Hey I might have made a discovery today.

 

Actually you need not modify appearance2.da

 

The txi shader effect only works if you set your characters field to default in appearance2.da. This has been explained may times, however ever the actual effect you want to apply with your xxx.txi does'nt refer to your texture unless you specify it to be 01 of the model ei

 

BastilaBB01.txi would apply a shader to all textures that uses the BastillaBBXX, but not to a specific one, this is because the actual texture is defined in your BastilaBB.mdl as

BastilaBB01. Thus making it nescesarry for you to hexedit the the bitmap pointers in your actual model. This however leads to a knew problem as i dont know anyway specify willcards with the bitmap pointers....

 

I'm sure this is probably yesterdays news but it seems to have solved my problems... Try for instance to put envmaptexture CM_Crys in a txi and name it PFBM01.txi then all your Zeison Zhars will get the effect.....

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