Well, you would need to use a "Model" VFX, which uses a (mdb) model file to provide the surface mesh. Each triangular face in this mesh has a directional facing--the "surface normal"--which is perpendicular to the surface of the triangle. In the game, the applied texture can only be seen on the mesh from the directions the normals are pointing. Hence, for the texture to appear on the underside, you would first need to modify the hemisphere model so that all the normals point inward toward the center. Then, when you apply the texture to that modified model, it can only be viewed from the underside.
I hope this made some sense. Perhaps I need to show some screen shots?
The alternative is just to make the hemisphere model a placeable, which has the advantage of being scalable.
Now I'm confused.
1) Screenshots would be wonderful..
2) Facial expression animations on character models can only be applied during cut scenes.. AFAIK. I was just wondering if that's what that option was related to..





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