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Grindel
04-08-2007, 02:13 PM
I'm sure this question has been asked before... I export a skin using kotor tool (in this case PFE02 located in Kotor I + ERFs + TexturePacks + swpc_tex_tpa.erf) Then I use gimp to edit it and save it to Override. This works fin i see the new skin in the game. One problem the original skin is nice and shiny but the modified skin is not. I'm not sure of the problems description is this a uvmaping issue or dose it have something to do with alpha channel?

Apologies if this is an old question and has been addressed before.

glovemaster
04-08-2007, 02:31 PM
Yeah its the alpha channel. Make sure the areas you want shiney have an element of "transparency" to it. The game reads it and makes those areas shiney. If you look at the sith armour in K1 the Alpha is about 50. (50 on my paint program, your program might scale 0-100. I use Paint.NET and it scales 0-255)

stoffe
04-08-2007, 02:55 PM
I'm sure this question has been asked before... I export a skin using kotor tool (in this case PFE02 located in Kotor I + ERFs + TexturePacks + swpc_tex_tpa.erf) Then I use gimp to edit it and save it to Override. This works fin i see the new skin in the game. One problem the original skin is nice and shiny but the modified skin is not. I'm not sure of the problems description is this a uvmaping issue or dose it have something to do with alpha channel?


Did you extract the TXI info to a file as well. A TPC file contains both the compressed image data and Texture Info data in the same file. If you use the TGA format instead you'll need to put the texture info in a separate file named the same as the TGA file but with a .TXI extension.

For armors the TXI file usually contains environment map info to make bits of it shiny. Try creating a TXI file (normal text file with TXI extension) with the same name as your texture with content like:

envmaptexture cm_baremetal

This would tell the game to use the shiny metal environment map for the areas of the texture masked off in the alpha channel in the TGA.