I have created a series of models to replace the large phenotype of both the male and female player characters. I have also edited textures for the models, and named them to match. However; when I put them in my hak paks, I found I could only do one at a time: Either the altered models or the altered textures.
The textures alone look stupid and deformed.
The models alone are stark white, and go shiny in-game.
So I have to ask you guys; how do I stop these new models from being white?
(Or, if anyone knows, how do I make a completely new phenotype?)
Phenotype Glitch.
Débuté par
Celen Joad
, mars 13 2011 02:18
#1
Posté 13 mars 2011 - 02:18
#2
Posté 14 mars 2011 - 04:04
Well... if you say that the characters look shiny, white, etc. then the problem are the textures.
I think that for PCs models, armors, helmets, etc. the game only uses the default textures and in plt format. For example the model part "pmh0_bicepr047" will only use the "pmh0_bicepr047.plt" texture.It could look ok in the aurora toolset, but in game... I doubt it :-S
Are you trying to use a different texture of the default one or maybe in .tga/.dds format?
About creating a new phenotype... do you want a totally new model (with different model parts) or just the normal model with new animations?
I think that for PCs models, armors, helmets, etc. the game only uses the default textures and in plt format. For example the model part "pmh0_bicepr047" will only use the "pmh0_bicepr047.plt" texture.It could look ok in the aurora toolset, but in game... I doubt it :-S
Are you trying to use a different texture of the default one or maybe in .tga/.dds format?
About creating a new phenotype... do you want a totally new model (with different model parts) or just the normal model with new animations?
#3
Posté 14 mars 2011 - 08:39
Xenovant wrote...
Well... if you say that the characters look shiny, white, etc. then the problem are the textures.
I think that for PCs models, armors, helmets, etc. the game only uses the default textures and in plt format. For example the model part "pmh0_bicepr047" will only use the "pmh0_bicepr047.plt" texture.It could look ok in the aurora toolset, but in game... I doubt it :-S
Are you trying to use a different texture of the default one or maybe in .tga/.dds format?
About creating a new phenotype... do you want a totally new model (with different model parts) or just the normal model with new animations?
Fixed it actually; I had forgotten to change the internal references of the .mdl files. The system is working pretty well, now. XD Thanks anyway.
#4
Posté 23 mai 2012 - 08:44
where to change that reference?





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