henesua wrote...
Oh thanks for the explanation, OTR. I don't know why i thought you could have alt colors in a regular model. I suppose I'm so used to magic from you that I figured you could pull it off.
First, thank you for the compliment! Second, although it was inappropriate for these models (they use no environment map, needing transparency on the texture for the ribs to show through), for a typical creature model with an environment map,
this technique (using colored environment maps) and
these environment maps (for instance) are about the closest way I can think of to get that effect. FWIW.
henesua wrote...
If I wanted to make multiple color versions of that skeleton, would it be easy enough? Just change the decal, and a reference to the decal in alternate models?
Mmmmm....eeehhhhh....It
should be. Just, if you load them up in NWMax I'm thinking they'll probably get hosed in at least one (if not three) ways, especially on export. Also, they
must be compiled with
this compiler (probably using the -cn flag) or the rootdummy won't be in the right place and the animations won't show correctly.
But, yeah, the core of what you're thinking is correct. It should be pretty easy, there are only 3 textures included in my submission: The skeleton's base texture, the head paint texture and the arm band texture. All the other textures are remapped from existing default NWN textures, something that was half fun, half maddening but definitely challenging this month.
Modifié par OldTimeRadio, 03 octobre 2012 - 04:15 .