| 10-14-2003, 02:46 PM | #1 |
okay ive been looking around the forums and i roughly get the idea of how to add team color to a model. someone made a tank model and someone else skinned it but now we need to know how to give it team color Code:
Textures 1 {
Bitmap {
Image "Textures\default01.blp",
}
}
Materials 1 {
Material {
Layer {
FilterMode Transparent,
TwoSided,
static TextureID 0,
}
}
}this is the texture thing part, but really, were going to have t1, t1 And i guess the team color texture, and we have our model split in to 3 parts, one for the treads which need opacity, one for other parts that need opacity, and one for the main part which needs team color, 2nd part uses same texture as main part. can you please help me, usually i like to figure stuff out on my own but i couldnt get this :( thanks |
| 10-14-2003, 07:29 PM | #2 |
This goes to modelling forum, but since it isn't very hard I'll answer it too ;) The structure is like this (I'm guessing you know all this, right?) The assigned textures section PHP Code:
PHP Code:
|
| 10-14-2003, 07:51 PM | #3 |
Wait so if we want the Team Glow to go away, will we erase those parts? |
| 10-14-2003, 08:07 PM | #4 |
sorry wasnt sure where to put it. I still have some questions 1. why is there a 9 next to textures and 8 next to matierials. 2. will this work in my case since my model uses 2 textures + team color and 3 different parts? 3. how does it know what material is what 4. if number 3 doesnt make sense what is a material? |
| 10-14-2003, 11:35 PM | #5 | |
Quote:
It would work. 2. Yes, just add the replaceable texture and that material that has 2 layers on it. 3. The "static TextureID X" from the material reffers to the textures you declarated before, using 0 as 1st, so the 2nd one is ID 1, 3rd one is ID 2, etc... |
| 10-14-2003, 11:46 PM | #6 |
but dont i have to state both of my textures im using? i have 2 .blps on the skin. where do i define what the three parts are and what is a material? thats the big thing thats bugging me. sorry if these are all stupid questions :bgrun: |
| 10-15-2003, 01:39 AM | #7 |
ok i went out on my own and came sooooooooo close i changed Code:
Textures 1 {
Bitmap {
Image "Textures\default01.blp",
}
}
Materials 1 {
Material {
Layer {
FilterMode Transparent,
TwoSided,
static TextureID 0,
}
}
}
Geoset {
Vertices 120 {
...
MaterialID 0
...
Geoset {
Vertices 553 {
...
MaterialID 0Code:
Textures 2 {
Bitmap {
Image "Textures\t1.blp",
ReplacableId 1
}
Bitmap {
Image "Textures\t2.blp",
}
}
Materials 2 {
Material {
Layer {
FilterMode Transparent,
TwoSided,
static TextureID 0,
}
Material {
Layer {
FilterMode Transparent,
TwoSided,
static TextureID 1,
}
}
}
Geoset {
Vertices 120 {
...
MaterialID 0
...
Geoset {
Vertices 553 {
...
MaterialID 1What I figured i did was i added 1 material and 1 texture. the new texture is t2.blp, because our model uses 2 textures and the material was to use that. then i change the chunk about t1.blp bitmap to have ReplacableId 1 at the end, because the way I figure it that makes that texture TC compatible (Prolly Wrong) Then I changed the Geoset MaterialIDs to fit the materials. i got some error when i tried to go .mdx saying stuff about []1/2 :bgrun: sorry but could you please tell me exactly how to write it? |
| 10-15-2003, 07:06 PM | #8 |
Oh.. you must another material to be the team color one. Since I'm leaving the site right now, I'll move this to modelling forum, they might help you better there. [MOVED] |
| 10-15-2003, 09:30 PM | #9 |
k but i still want someone to tell me exactly what i need and why... so i can do it on my own next time. BTW KDE do you have an exact day your leaving :( ? |
| 10-17-2003, 12:49 AM | #10 |
can somebody please help :( i cant figure it out on my own, i tried and I think im really close, just maybe 1 little mistake :bgrun: |
| 10-17-2003, 11:20 PM | #11 |
Im sorry but PLEASE! can somebody help me :( |
