| 03-16-2004, 01:08 AM | #1 |
Alright, I made a model and got the skin in .blp format. I can input the model into Warcraft just fine WITHOUT the skin, but I can't seem to get the model to work with the skin. Textures 1 { Bitmap { Image "BlankityBlankityBlankUrukHai2.blp", } } Materials 1 { Material { Layer { FilterMode None, static TextureID 0, } } } Yes, my skin is named BlankityBlankityBlankUrukHai2.blp. Now, when I convert this to an .mdx, everything should show up fine, right? But it doesn't. Nothing shows up at all. Nothing. To those who wish to know, this is a weapon, not a human model. There are no animations. There is only 1 skin. Everything is UVW mapped properly (or so I think.) Again, everything worked fine without the skin. But once I remove the line "ReplaceableId 1" nothing shows up. Everything works fine when ReplaceableId 1 is in, but without it, nothing appears. |
| 03-16-2004, 02:16 AM | #2 |
Textures 1 { Bitmap { Image "BlankityBlankityBlankUrukHai2.blp", } } You need TWO textures. So replace that with Textures 2 { Bitmap { Image "BlankityBlankityBlankUrukHai2.blp", } Bitmap { Image "", ReplaceableId 1, } } Also, did you edit the Materials too? If that fails, you might want to post the .mdl so we can fix it. |
| 03-16-2004, 02:29 AM | #3 |
You don't need to two textures. I use a heading identical to that on all my non-team-colored models. I'd suggest (a) trying it with some Blizzard texture replacing your current texture and (b) making sure you have an alpha channel. In case I'm missing something blindingly obvious, here's the texture/materials part of the heading I use with 100% success. Textures 1 { Bitmap { Image "Textures\TEXTUREHERE.blp", } } Materials 1 { Material { Layer { FilterMode Transparent, TwoSided, static TextureID 0, } } } |
| 03-16-2004, 02:32 AM | #4 |
Hah, sheep, bout time you got this figured out ;) |
