Author Topic: Phenotype Glitch.  (Read 527 times)

Legacy_Celen Joad

  • Newbie
  • *
  • Posts: 14
  • Karma: +0/-0
Phenotype Glitch.
« on: March 13, 2011, 02:18:19 pm »


               I have created a series of models to replace the large phenotype of both the male and female player characters. I have also edited textures for the models, and named them to match. However; when I put them in my hak paks, I found I could only do one at a time: Either the altered models or the altered textures.

The textures alone look stupid and deformed.

The models alone are stark white, and go shiny in-game.

So I have to ask you guys; how do I stop these new models from being white?

(Or, if anyone knows, how do I make a completely new phenotype?)
               
               

               
            

Legacy_Xenovant

  • Full Member
  • ***
  • Posts: 182
  • Karma: +0/-0
Phenotype Glitch.
« Reply #1 on: March 14, 2011, 04:04:43 am »


               Well... if you say that the characters look shiny, white, etc. then the problem are the textures.

I think that for PCs models, armors, helmets, etc.  the game only uses the default textures and in plt format. For example the model part "pmh0_bicepr047" will only use the "pmh0_bicepr047.plt" texture.It could look ok in the aurora toolset, but in game... I doubt it  :-S

 Are you trying to use a different texture of the default one or maybe in .tga/.dds format?


 About creating a new phenotype... do you want a totally new model (with different model parts) or just the normal model with new animations?
               
               

               
            

Legacy_Celen Joad

  • Newbie
  • *
  • Posts: 14
  • Karma: +0/-0
Phenotype Glitch.
« Reply #2 on: March 14, 2011, 08:39:53 am »


               

Xenovant wrote...

Well... if you say that the characters look shiny, white, etc. then the problem are the textures.

I think that for PCs models, armors, helmets, etc.  the game only uses the default textures and in plt format. For example the model part "pmh0_bicepr047" will only use the "pmh0_bicepr047.plt" texture.It could look ok in the aurora toolset, but in game... I doubt it  :-S

 Are you trying to use a different texture of the default one or maybe in .tga/.dds format?


 About creating a new phenotype... do you want a totally new model (with different model parts) or just the normal model with new animations?


Fixed it actually; I had forgotten to change the internal references of the .mdl files. The system is working pretty well, now. XD Thanks anyway. '<img'>
               
               

               
            

Legacy_GianniAgn

  • Full Member
  • ***
  • Posts: 127
  • Karma: +0/-0
Phenotype Glitch.
« Reply #3 on: May 23, 2012, 09:44:51 pm »


               where to change that reference?