| 06-16-2004, 04:51 AM | #1 |
The title says it all. |
| 06-16-2004, 04:32 PM | #2 |
It's a combination of alpha channels, textures, and materials. Firstly, textures. You'll need two: one with the actual BLP skin listed and one with just "" for the path and a ReplaceableId of 1. The second texture would look like this: Code:
Bitmap {
Image "",
ReplaceableId 1,
}You would add that after all the other textures. Next, the materials: Code:
Materials 1 {
Material {
Layer {
FilterMode None,
static TextureID 1, //Change one to the id of theReplaceableId 1 texture
}
Layer {
FilterMode Blend,
static TextureID 0, //Change zero to the id of main texture
}
}
}How to find a texture's id: They are listed in order in the textures section, starting from 0. I'm assuming that you already know about the alpha channeling. I don't have enough time to write more; if you get lost, I can hopefully clarify. |
| 06-17-2004, 11:10 PM | #3 |
I know about alpha channels (skinning version). I'll try to get that to work, its just the static TextureID is kinda confusing. |
| 06-17-2004, 11:27 PM | #4 | |
Quote:
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