As you can see, it looks fairly ridiculous:
Modifié par errant_knight, 19 août 2010 - 03:43 .
Modifié par errant_knight, 19 août 2010 - 03:43 .

DarthParametric wrote...
There is plc_goblet01_0 and plc_goblet02_0 which both share the same textures - p_goblet_01d.dds, p_goblet_01n.dds, p_goblet_01s.dds. There's also plc_gobwyrmbld_01_0 which shares the same outer textures, but is presumably the one filled with blood for the Joining given that is has a second set of textures shared with the corpse pile.
There's also plc_mugpewter01_0:
Which may be more suitable possibly if you are doing a tavern scene. It uses the textures p_mug_pewterd.dds, p_mug_pewtern.dds, p_mug_pewters.dds.
In either case I'd suggest making your own unique variation of the model so as not to override the original/s.
Modifié par errant_knight, 18 août 2010 - 04:04 .
Modifié par errant_knight, 18 août 2010 - 04:44 .
<?xml version="1.0" encoding="UTF-8" standalone="yes"?> <MaterialObject Name="Plc_Goblet01"> <Material Name="Prop.mat"></Material> <DefaultSemantic Name="Default"></DefaultSemantic> <Texture Name="mml_tDiffuse" ResName="p_goblet_01d.dds"></Texture> <Texture Name="mml_tNormalMap" ResName="p_goblet_01n.dds"></Texture> <Texture Name="mml_tSpecularMask" ResName="p_goblet_01s.dds"></Texture> </MaterialObject>