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View Full Version : And I though my CM_Baremetal troubles were over: NEW PROBLEM!


PrtyLizardJedi
06-15-2004, 02:05 PM
http://img16.imageshack.us/img16/261/CaloCalo.jpg

Any questions?

And different thread so I wouldn't wholly clutter the other, as it holds my item problem also

svösh
06-15-2004, 02:28 PM
Any questions?

No but you have some I see ;)

Ok the problem is if you use alpha channels on models that never intended to have them this sort of thing happens. What you need to do is change the envmap node in apperences.2da to you guessed it CM_Baremetal only don’t use any dark tone in the alpha or your terminator malak will return only on calo the mushroom man :D or try making a .txi for this some work and some don't .


you can also make a new alpha channel by right clicking say the blue or green or red channels and copying it naming it alpha then hit Ctrl + L and move the bottom slider (the black point) over to the right (white point) when your happy with it hit ok

svösh

Ajunta Pall
06-15-2004, 02:28 PM
That looks amazingly cool? Could I get that for d/l? I don't really mind that it's all messed up :D.

PrtyLizardJedi
06-16-2004, 02:56 AM
No download.

Svösh
I figured out that problem. I used the 'make-squares' thing, you know, the one where you hold the mouse button down and make a square, because this was a test skin. It wanted to save it as default as a PSD because of this, and when I changed it to TGA it made the CM_Baremetal areas be invisible. If I didn't make squares with square-a-tron, it saved normally as a TGA, but the CM_Baremetal areas didn't work, though I double-checked that the skin was O.K.

WHAT AM I GOING TO DO?

Though this give me the possibility to make Calo invisible. :) Haha.

P.S: Square-a-tron is the square-making thingy