Edit: I found mention of this BlendTree in placeables.xls:
prb_wpnstd.anb
but I don't know if that's something that's editable, or where to find it....
Modifié par errant_knight, 25 août 2010 - 02:27 .
Modifié par errant_knight, 25 août 2010 - 02:27 .
Modifié par errant_knight, 25 août 2010 - 06:07 .


Modifié par DarthParametric, 25 août 2010 - 11:30 .
Modifié par DarthParametric, 25 août 2010 - 04:15 .
DarthParametric wrote...
Ah yes, a machinima thing or some such isn't it? One you are using all in the toolset - not exporting to the game? In that case a prop would be the most expedient method. In fact for just the toolset you could conceivably get away with just loading the armour model up directly, as you don't need any in-game functionality or interaction.
That would be cool, but how do I get it to use the tint override?Proleric1 wrote...
If you only need a prop, in the level editor you can use the empty stand prp_armorstand_01_0, then place the armour models of your choice on it. No need for custom models.
Modifié par errant_knight, 26 août 2010 - 04:57 .
Modifié par errant_knight, 27 août 2010 - 03:22 .


Modifié par DarthParametric, 27 août 2010 - 11:24 .

Modifié par errant_knight, 27 août 2010 - 04:00 .
Modifié par errant_knight, 28 août 2010 - 04:53 .
Modifié par DarthParametric, 28 août 2010 - 05:16 .
DarthParametric wrote...
It's very straightforward. Import the original diffuse and make it your base layer. Make three new layers above it, one for each colour channel. Fill each layer with the appropriate solid colour. In the Cailan example above, I used the RGB values from the tint file. Now select each layer one at a time and click on the Vector Mask button at the bottom of the layer palette. If you go into the channels tab, you'll see there is now a new channel between the RGB and alpha channels called Mask. Load up the tint file. Change to the channels tab and select a single channel like R. Select everything and copy. Now back in your diffuse, paste that into the corresponding mask channel (you may need to activate it first - deactivate it after pasting). Repeat for the other two channels, flatten your image and you're done.
For the specular, you are right that it is not going to be quite the same as the tint file. Possibly there is a facility to specify something similar in the MAO, but if so I'm not aware of it. Perhaps someone more knowledgeable on them could provide an answer.


Modifié par errant_knight, 29 août 2010 - 01:47 .

Modifié par errant_knight, 29 août 2010 - 01:05 .
DarthParametric wrote...
Wow, some interesting experimentation there.
I'm not sure that I can explain it better in text, so the easiest thing is just to give you the PSDs so you can see how they go together - DP_Cailan_Tex_Source.zip
As I've said to you before, the toolset is never going to be reflective of the in-game quality, so there's not going to be much you can do with it as far as improving the lighting quality. Your best bet would really be to export the module to the game.