Try setting the value in the ENVMAP column in appearances.2da for the creature in question to **** and then see if it still appears screwed up when casting barkskin on itself. I'm thinking that might work, no promises though.
Hrm, on second thought, given how barkskin works I don't think that's going to do it. Might be worth a shot, but now I think it might be unavoidable unless you try some trickery like possibly connecting those pieces which have transparencies to an a-dummy node and attach that to the model base, separately. I see that either magically working or (more likely) looking awful and not working.
Modifié par OldTimeRadio, 24 août 2011 - 06:41 .