| 01-24-2005, 06:27 PM | #1 |
Guest | In theory that's simple: i need the first geoset (weapon) to get a transparent material, and the second (body) to use teamcolor. The problem is that i fail to understand what i need to do in this specific case: i see a lot of unknow commands (probably used for the animation in wich he change skin) and i've not been able to locate the two materials i need to edit. Can someone help? |
| 01-24-2005, 08:25 PM | #2 |
hmm try looking after each of the geosets a flag called material id, to identify the material. |
| 01-24-2005, 11:27 PM | #3 |
At the end of each geoset, you can find a MaterialId line. This tells you which material, starting from 0, the model uses. (For examples, MaterialId 1 would be it uses the second material.) Posting your heading or the whole MDL would be a good idea, because what you do next depends on what you have. |
| 01-26-2005, 07:34 PM | #4 |
Guest | Thanks, i got it. I've added two new materials (ripped from the priest model and adapted to use the right textureID) Now the only issue is that on the stand second, third and fourth animations the third geoset use the alternative skin (chaos hellscream). But i can just delete those animations... Btw in case you want to take a look, these are the only changes i did in notepad Textures 8 { Bitmap { Image "Textures\FemaleBlademaster.blp", } Bitmap { Image "Textures\HellscreamChaos.blp", } Bitmap { Image "", ReplaceableId 2, } Bitmap { Image "Textures\RibbonBlur1.blp", } Bitmap { Image "", ReplaceableId 1, } Bitmap { Image "Textures\Flame4.blp", } Bitmap { Image "Textures\Tornado2b.blp", } Bitmap { Image "Textures\Tornado1.blp", WrapWidth, WrapHeight, } Bitmap { Image "Textures\FemaleBlademaster.blp", } Material { Layer { FilterMode Additive, Unshaded, TwoSided, static TextureID 2, Alpha 1 { Linear, 3333: 0.75, } } } ------ the new materials----- Material { <-- used by the first geoset Layer { FilterMode Transparent, static TextureID 8, } } Material { <-- used by the second geoset Layer { FilterMode None, Unshaded, static TextureID 4, } Layer { FilterMode Blend, TwoSided, static TextureID 0, } } } Geoset { Vertices 28 { |
