It appears to work fine in the actual game, but just wondering if anyone figured out what needs to be adjusted and/or added to allow the Toolset handle custom hair just like the built-in ones?
Modifié par tmp7704, 18 mars 2010 - 06:01 .
Modifié par tmp7704, 18 mars 2010 - 06:01 .
It's using the same materials the stock DA hair use -- "pn_har_all" for the hair and "pn_har_bld" for the skull underneath. The hair can be seen here -- http://social.biowar...m/project/2224/ i was trying to keep it similar to regular DA hair style, so it's just simple modification of one of existing styles with as many bits and files reused as possible.DarthParametric wrote...
Post the contents of your MAO.
That's possible but it'd appear the vertex colors aren't something that DA actually processes at all? I mean, the MSH specification at Builder Wiki doesn't include them in the "Semantic" field which led me to believe they're some sort of leftover from earlier specifications.Eshme wrote...
It could be missing vertex color in the model file.
Modifié par DahliaLynn, 01 août 2012 - 06:11 .