TriggerGod Posted December 20, 2008 Share Posted December 20, 2008 I've been having some troubles with making a .txi file for one of my mods. I'm trying to give the CM_Baremetal effect to a new PC's lips to give it a kind of shine, as if she just licked her lips, or put some kind of chapstick/lipstick on that shines (similar to Kristy Kistic's Athena Too mod). I'm also trying to do it to her clothing, which has leather on it, and I'm trying to add a slight shine to the leather. Now, my problem is that when I try it out ingame, the lips slightly show off the teeth part of the model, and you can mostly see through the leather of the clothing. If it helps... Clothing tgas: lightsidezeltf01.tga (and replace lightside with darkside for the darkside skin of the clothing) Clothing txi: lightsidezeltf01.txi (nope, no darkside txi. Would I need one?) Head texture: PFHZ01.tga (add d1/d2 for the transitions) Head txi: PFHZ01.txi (once again, no darkside txis. Would I need one/two?) And all that is in the txi(s) is the Baremetal code... envmaptexture CM_Baremetal Sorry for this question, but I'm new to shaders and such. Link to comment Share on other sites More sharing options...
svösh Posted December 20, 2008 Share Posted December 20, 2008 For the head I would use envmaptexture CM_specmap and if your model is appearing transparent it's usually due to no txi or a badly named txi. Specmap is just a specular map so it won't appear metallic like baremetal would and give you a better shine on the skin, but go easy on how dark you go on your alpha channel. Same rules apply like most shaders in game : white is opaque while anything darker then white* is varying levels of transparency on your tga's alpha channel. Link to comment Share on other sites More sharing options...
TriggerGod Posted December 20, 2008 Author Share Posted December 20, 2008 Same rules apply like most shaders in game : white is opaque while anything darker then write is varying levels of transparency on your tga's alpha channel. Yeah, while testing with the Alpha channel and Txi earlier, I had a pretty funny result. Since I've drastically decreased the gray on the alpha, so that the eyelid area is now white (on the channel), and the lips only slightly show the teeth inside. And I tried what you said; I still got the transparent parts. Link to comment Share on other sites More sharing options...
Canderis Posted December 20, 2008 Share Posted December 20, 2008 pretty funny result. God! It looks like a deamon Link to comment Share on other sites More sharing options...
TriggerGod Posted December 22, 2008 Author Share Posted December 22, 2008 I'm still having these troubles. I've tried making the alphas again (using a method I recently found out about..) and making the txis again over and over. Using svösh's advice for the head, in my new head's txi file, there is only this... envmaptexture CM_SpecMap and in her clothing... envmaptexture CM_Baremetal I've made sure that the txi's are labeled the same as the tga file. Slightly off topic, but having to do with Alpha Channels, would an Alpha Channel work on a portrait? Because I have a portait with rounded edges, and I would like to get rid of the space around the corners. EDIT: Answer; yes. Link to comment Share on other sites More sharing options...
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