Author Topic: Using .plt and bitmaps for armor pieces? (robe)  (Read 388 times)

Legacy_Wallack

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Using .plt and bitmaps for armor pieces? (robe)
« on: June 23, 2014, 02:41:00 pm »


               

Hi all.


 


I'm using this model: http://nwvault.ign.c...e.php?id=122437 to convert the surcoat as a robe.


 


To do so I need to keep the pelvis and the thighs because the standar NWN thigs are way bigger and clip through the surcoat.


 


As I don't have any modelling experience I'm working with the .mdl in ascii mode and I managed to get what I wanted except for the texture problems.


 


I managed to create a .plt using the bitmap from the surcoat, but that bitmap only contains textures for the surcoat, not for the pelvis/thights so they use the same .plt and just show some "random" parts of it. I know is not random.


 


So, I would try to create a .plt with the bitmaps together (surcoat, pelvis and thighs) but I don't know how as by default the bitmap-to-plt from the surcoat works perfect, I don't know where to place the bitmaps for the other parts.


 


My question is, if there is any way to have a piece of armor that uses both, the .plt and some bitmaps so I can have that surcoat with the .plt and the rest of it with its bitmaps as I don't know how to create a proper PLT that covers everything.


 


Thanks!



               
               

               
            

Legacy_Wallack

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Using .plt and bitmaps for armor pieces? (robe)
« Reply #1 on: June 23, 2014, 05:38:29 pm »


               

So I just saw this post: http://forum.bioware...524-tga-vs-plt/ and seems that is possible to have a model using a PLT for some areas and TGA/DDS for other areas but don't know yet how to do it via editing the ascii file.


 


If any of you have an idea please, tell me!


 


As a second solution I know that is possible to use full .tga and no .plt for the item but I would prefer to use both.


 


Thanks!



               
               

               
            

Legacy_Malagant

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Using .plt and bitmaps for armor pieces? (robe)
« Reply #2 on: June 23, 2014, 06:48:15 pm »


               

You have to use the txi trick, which I've been trying to pull off with some heads I am currently working on (but have run into the reflective over transparency issue).


 


You essentially have your model referencing the plt, with separate nodes pointing to a fake tga/dds that has an associated txi. That txi then points to an alternate tga/dds.


 


Using PHOD's Neeshka head as reference (all in the same folder):


 


You have the head .mdl and it's associated .plt. Within the head model is a separate node trimesh for the eyes; bitmap reference "neeshka_h1".


 


neeshka_h1.tga is effectively a blank tga.


 


neeshka_h1.txi with the internal reference "bumpreplacementtexture neeshkaeye". This points to:


 


neshkaeye.tga/dds


 


With all five files in the same folder, the head inherits the plt while the eye nodes inherit the neeshkaeye texture.


 


I'm not sure the structure of the desired armor model, but the parts you want to inherit the tga over plt need to be separate nodes and I don't know that can be done outside a modelling program. From there it could get a bit complicated if you have more than one part that you want to inherit one of a number of tga files, resulting in the list of files going from five to 8, 11, etc with each reference.


 


I circumvented this in what I am working on by having a head node and a separate node for the eyes and hair adornments together (instead of two separate), but that is because I took three separate tga files and combined them into one, having to adjust the texture mapping. The problem here is your admission to not being versed in going that far.



               
               

               
            

Legacy_Wallack

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Using .plt and bitmaps for armor pieces? (robe)
« Reply #3 on: June 23, 2014, 07:04:35 pm »


               

I'm going to try, the thighs are separated nodes with a parent. Will see if it works, thank you!



               
               

               
            

Legacy_Wallack

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Using .plt and bitmaps for armor pieces? (robe)
« Reply #4 on: June 23, 2014, 07:08:30 pm »


               

It worked man, thank you very much!! is very easy and the results are great!!



               
               

               
            

Legacy_Wallack

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Using .plt and bitmaps for armor pieces? (robe)
« Reply #5 on: June 26, 2014, 08:13:07 am »


               

Will bump this to ask a new question related to textures.


 


How can I add shininess to a .tga used in a robe? I want some metal parts to be shiny.


 


Tried having an alpha channel completely white, but it didn't work.