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Deactivating the shiny metal base of a bodypart - is it possible?


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#1
TheOneBlackRider

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Hello all,
I started playing with a non NWN1 head model. I do not use a plt, but the original texture via the TXI-re-assignment. Basically it works: The head shows up with the the according texture.
Now, the "problem" I have is, that the (hair) texture uses an alpha (end of hair) and here, the shiny metal part of the bodyparts shows through, which looks, well,  intresting... :wacko:
I know, plt is a different concept and covers the whole bodypart with its layers and thus the shiny part (normally) doesn't show, but, is there a way to deactivate this shinyness of the body (head) part / turn it to transparent as it is eg. handeled on tile meshes?



#2
Rolo Kipp

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<working at being clear as...>

 

Short take: Nope

 

The thing is, that (I believe) the TXI hack still cascades through the PLT, so any alpha in the redirected texture will fall through the original PLT to the chrome layer. That is the redirect overlays the redirected texture on top of the PLT layers so all the non-alpha pixels hit the new texture, but alpha falls through.

 

Did any of that make sense?

 

Now, the cloaks had that problem until 1.68 or 1.69, I think, when Bioware added a toggle in the 2DA for alpha/envmap. But applying the same kind of shader pipeline to bodyparts isn't possible afaik in an un-hacked nwn.

 

<...metal>


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#3
TheOneBlackRider

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I had the guess, that this is the situation. Thank you for confirming (and yes, it makes sense :) ).

 

So, I'll need to rework and retexture the hair mesh... :(

 

For all, who have missed this txi-trick (= TGA together with / without a PLT on bodyparts), here is the link to the findings of OldTimeRadio:

http://social.biowar...index/7375275/1

or

http://forum.bioware...exture-command/


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