I was browsing through the helmet models a few days ago, and while looking through the massive helmet models, the model for Duty caught my eye. I thought that it would be perfect, but it didn't use tints. I realised that was because it didn't have a tint map. So I thought: "Let's make one!"
I extracted a texture of the helmet in question, pn_hlf_t02a I believe, and also another helmet texture with a tint map, so I could study it and learn how to do one myself.
Then I made the tint map. Wasn't that hard, I thought, and promptly made a new variation model, so that I wouldn't have to find the Duty helmet, and added it to the game.
Of course, I didn't believe I was entirely finished, but a man can hope, right?
Understandably, it didn't work. I had forgotten to add an entry in the .mao file that pointed to the tint map. In game the helmet looked like normal. Then I added that line to the .mao file and tried again. Still didn't work. Now the helmet was one shiny piece of metal. It was steel. Or, the tint was supposed to be steel.
Steel tint In-Game
A tint comparison from toolset
As you can see, I have a problem. Somewhere.
Now, I am no texturer, nor a modeler, so I probably made some mistake somewhere along the road.
But does anyone know how to create completely new tint maps for models that don't have one? I would really like to add a tint map to the Duty model, and the Templar Armor + Helmet models.
Thank you.
Modifié par FictionalBreger, 19 janvier 2010 - 04:20 .





Retour en haut






