Nodakrattler Posted January 21, 2006 Share Posted January 21, 2006 As many already know certain models won't accept alpha channels put on the texture, so I was wondering would it be possible, yet, to edit the model files to be able to do this? Link to comment Share on other sites More sharing options...
Achilles Posted January 21, 2006 Share Posted January 21, 2006 Well, I'm no expert, but I'm pretty sure that alpha channels are a function of the texture, not the model. Do you have an example of what you're speaking about? Link to comment Share on other sites More sharing options...
Nodakrattler Posted January 21, 2006 Author Share Posted January 21, 2006 A good example would be Svosh's Bastilla clothes for K1. In order for that mod to work you have to edit the envamp column in apperance.2da to read Cm_baremetal, as this can't be done with a simple ".txi" file as with most armours. I was just wondering if by doing a model edit the game would read a .txi file instead of doing the default and put holes in her. Link to comment Share on other sites More sharing options...
The_Maker Posted January 21, 2006 Share Posted January 21, 2006 I think he means the Jedi Robes in Kotor 1, unless you change all the PC appearance envmap rows to "cm_baremetal" in appearance.2da the robes remain opaque... Right Nodakrattler? Link to comment Share on other sites More sharing options...
Nodakrattler Posted January 21, 2006 Author Share Posted January 21, 2006 Well that's one. There is also most of the clothes models for the scout and scoundrel. Link to comment Share on other sites More sharing options...
Achilles Posted January 21, 2006 Share Posted January 21, 2006 But that's not a change to a model, it's a change to a .2da file You have to be careful with that though as on some head models you'll get shiny metalic foreheads which is, I'm assuming, definitely not the look you're trying for Link to comment Share on other sites More sharing options...
Nodakrattler Posted January 21, 2006 Author Share Posted January 21, 2006 But that's not a change to a model, it's a change to a .2da file You have to be careful with that though as on some head models you'll get shiny metalic foreheads which is, I'm assuming, definitely not the look you're trying for Yep. I was thinking maybe there was something in the model that made the game look for a .txi to use a shader so we wouldn't have to edit the .2da to get the affect. Ok I messed with useing a ".txi" file with "envmaptexture CM_Baremetal" in it for a robe for K1 and K2, and then I edited to robes and made the alpha channel completly black and here's what I got. http://nodakrattler.fotopic.net/p25128053.html http://nodakrattler.fotopic.net/p25128052.html Link to comment Share on other sites More sharing options...
lactose_ Posted January 21, 2006 Share Posted January 21, 2006 As far as I know, all textures can accept alpha channels. A good example would be Svosh's Bastilla clothes for K1. In order for that mod to work you have to edit the envamp column in apperance.2da to read Cm_baremetal, as this can't be done with a simple ".txi" file as with most armours. No, this can be achieved with a .txi file; I know this because I did it myself (didn't want to alter my appearance.2da). You just have to make sure the .txi file is named correctly, eg P_BastilaBB01.tga should have a corresponding P_BastilaBB01.txi. Link to comment Share on other sites More sharing options...
Nodakrattler Posted January 21, 2006 Author Share Posted January 21, 2006 As far as I know, all textures can accept alpha channels. No, this can be achieved with a .txi file; I know this because I did it myself (didn't want to alter my appearance.2da). You just have to make sure the .txi file is named correctly, eg P_BastilaBB01.tga should have a corresponding P_BastilaBB01.txi. What's funny is I was always under the impression that this could only be done with models that already used the alpha channel to applie a sharder, but now it seems it can be done to all. Well now I've learned something new. Link to comment Share on other sites More sharing options...
oldflash Posted January 21, 2006 Share Posted January 21, 2006 As far as I know, all textures can accept alpha channels. No, this can be achieved with a .txi file; I know this because I did it myself (didn't want to alter my appearance.2da). You just have to make sure the .txi file is named correctly, eg P_BastilaBB01.tga should have a corresponding P_BastilaBB01.txi. To use .txi file for setting envamp you still need to check or edit envamp column in apperance.2da and be sure to write "default" in that field. Link to comment Share on other sites More sharing options...
stoffe Posted January 21, 2006 Share Posted January 21, 2006 As far as I know, all textures can accept alpha channels. While all textures might accept alpha channels, applying environment maps doesn't seem to work with some models in my experience. No matter what I put in the TXI file, the areas masked out by the alpha channel in the texture becomes transparent rather than metallic (or whatever other effect was intended). Link to comment Share on other sites More sharing options...
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