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Alpha channels and models


Nodakrattler

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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.

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But that's not a change to a model, it's a change to a .2da file :D

 

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

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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.

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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.

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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.

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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).

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