So far, I have never found the alpha AFTER the bitmap, but that doesn't mean it can't be there. In every mdl I have specifically looked for it, the alpha was somewhere before the Bitmap, and always before the verts etc... But you may be right in the assumption that specific location doesn't matter, as long as you don't place it inside some of the sub sections, IE, don't place alpha line in between the many different lines for verts, faces, etc...
The alpha line is not a required field, and only shows up on those tiles that have had some sort of adjustment made to the texture, either re-uvw mapping it, or changing one of the other various settings. By default, alpha is "assumed" to be 1.0 by the engine so if the line doesn't exist in the mdl, it just takes the assumed 1.0 state.
There are other lines similar to Alpha that likely could use the same sort of treatment, but I have not investigated them at this stage of things yet.
Code:
scale 1
render 1
shadow 0
beaming 0
inheritcolor 0
rotatetexture 1
alpha 0.8
transparencyhint 1
selfillumcolor 0 0 0
ambient 1 1 1
diffuse 1 1 1
specular 0 0 0
shininess 26
center 0 0 0
bitmap tctl0_water01
endcode
I believe several of those are usefull, diffuse settings, shininess, ambient, selfillumcolor, abd inheritcolor all affect the way the texture is rendered. But I also believe that they tend to be defaulted to whatever Bioware originally used. Meaning they may not be required to get a texture to paint.
Modifié par Bannor Bloodfist, 04 juillet 2011 - 07:32 .