TheGreenGoblin Posted December 5, 2005 Share Posted December 5, 2005 As I said in the title this is minor and shouldn't be complicated: I'd like all the blue neon parts on the Heavy Exoskeleton armor changed to black so that they don't stick out as they do now. And that's it. Link to comment Share on other sites More sharing options...
oldflash Posted December 5, 2005 Share Posted December 5, 2005 First, make a blank alpha (100% white) channel in photoeditor than recolor blue parts from texture. Link to comment Share on other sites More sharing options...
TheGreenGoblin Posted December 5, 2005 Author Share Posted December 5, 2005 First, make a blank alpha (100% white) channel in photoeditor than recolor blue parts from texture. Okay, but what is photoeditor (I can probably get it, I just need a point in the right direction, I'm sure I can do it), is it related to photoshop? Sorry for these questions, I'm sure I'm looking like a major idiot right now, I have no artistic skills whatsoever so I never took the time to learn much about these programs. Link to comment Share on other sites More sharing options...
T7nowhere Posted December 5, 2005 Share Posted December 5, 2005 ^^^ he just means for you to use a paint app like Paintshop pro, photoshop, Gimp(free app) you would also need KT to extract and convert the texture to tga. Link to comment Share on other sites More sharing options...
TheGreenGoblin Posted December 6, 2005 Author Share Posted December 6, 2005 I've been at this for a while now, but every time I change it, the blue neon seems to change to pale white, any idea why this is happening? Link to comment Share on other sites More sharing options...
The_Maker Posted December 6, 2005 Share Posted December 6, 2005 Did you edit any alpha channels? I don't think the Heavy Exoskeleton.tga file uses shaders though. <_< Link to comment Share on other sites More sharing options...
Achilles Posted December 6, 2005 Share Posted December 6, 2005 It uses CM_Bright for the glow. Link to comment Share on other sites More sharing options...
TheGreenGoblin Posted December 6, 2005 Author Share Posted December 6, 2005 When I open the texture using KoTOR tool I see this in a box: envmaptexture CM_Bright, can I assume deleting this line gets rid of the glow? Link to comment Share on other sites More sharing options...
oldflash Posted December 6, 2005 Share Posted December 6, 2005 When I open the texture using KoTOR tool I see this in a box: envmaptexture CM_Bright, can I assume deleting this line gets rid of the glow? No, you need to edit alpha channel. Asociation to cm_bright is set in appearance.2da and any modification in .txi file will be ignored. Even if you edit 2da file and make change from "cm_bright" to "default" you still need to edit that alpha channel or your texture will have transparency instead of light parts. Most easy way to do that is to convert tga file to bmp and back in tga format and that you can do even with irfanview. Link to comment Share on other sites More sharing options...
TheGreenGoblin Posted December 7, 2005 Author Share Posted December 7, 2005 Thanks for the help, I finally got what I wanted. Whew. Link to comment Share on other sites More sharing options...
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