Hello all,
Is it possible to get a shiny/mental like look on textures of NPC-parts? It seems to be, but I just can't figure out, how to do it.
Before I describe, here is a notice: Below I show a NPC with helm-model 020. This one I just "build" for test reasons. I know, that it's possible to equip dynamic models with items like the helm. What I have in mind is to improve the look of the helm on the dragonrider-models I've been working with:
http://nwvault.ign.c...s.Detail&id=468
The test-NPC is c_ynpc_h_m03.mdl with it's head replaced by helm020. So, this way, the helm is still handled as a bodypart (unlike item-models like armors or helms). I applied the according texture as a tga an all works well.
(Left: Plain texture on NPC-helm, right: PC-item - The way I want it)
But it doesn't look very metallic, because it's missing the shininess.
So, is there a way to apply the "environment mapping" on NPC-model parts?
Alternatively I tried to use the plt file (plt-name = model-name). It didn't work out.
Is there a way to use plt on NPC-bodyparts? If yes, is there a way to influence the color settings - in my case that body part helm?
I found a few models like the one I use, which have a kind of shiny armor. Eg. the Drow Fighter with it's chainmail. As far as I could see, the armor-tga uses an alpha channel.
(Left: tga, right: Alpha)
I tried to add an alpha channel to "my" texture (with success!), but it doesn't look very good (it's spraycan with a wide range and made the spraycan color transparent/alpha). -> Right model
So, does anybody know a way and can help?
Thanks.
Modifié par TheOneBlackRider, 06 novembre 2011 - 11:17 .