FireMage on 1/11/2015 at 14:27
Hello,
I post this thread because I want to work on mesh models with replaceable texture. Problem : I don't know how to make it possible.
I checked the original models name, their cal, their .e file to see if there is a property written down somewhere but I found nothing.
Is the replacing mesh model texture hard coded ? Or did I miss something?
I know that objects actually use the texture named Replace0,1,2 and 3 for the shape>TextureReplace0/1/2/3
So I think it was maybe the samething for the mesh. But using a custom model using an orignal game texture don't worked too.
I feel like I'm in a deadend... Maybe someone knows something about it?
LarryG on 1/11/2015 at 14:41
If I correctly understand what you want to do, take a look at Renderer > Mesh Textures. You don't use the Shape > TxtRepl r0 - r3 with AIs. You use Renderer > Mesh Textures instead.
FireMage on 1/11/2015 at 15:28
Larry you misunderstood! xD
I already know that! I just mentionned the other property because I thunk MeshTexture works like it but in fact it don't.
I just don't know why this property don't work with custom models! :cheeky:
Even if the custom model have the name of an original one and the texture of this one, the property still refusing to work!
But it although works with the original models, so the property is not broken. Then my question is: how did it work?
What kind of information the mesh model must contain to tell the Engine: "Hey, my texture is replaceable! Change it!" ?
Yandros on 1/11/2015 at 15:53
It doesn't have to have anything special to be replaceable via Mesh Textures, it just can't be an old (T1) mesh. And with those, you can use Shadowspawn's meshup tool to convert it. If that doesn't answer your question, you may need to ask Shadowspawn himself to answer it.
LarryG on 1/11/2015 at 16:16
I'm still not certain I understand the question.
If the issue is that you don't know how to get Renderer > Mesh Textures to work, take a look at Creature > Undead > Apparition > LibraryApparition for an OM example of how it works.
If, on the other hand you want to use Shape > TxtRepl on a non-mesh object, the model must have a texture named Replace0, Replace1, Replace2, or Replace3.
On the third hand, if you are trying to use Shape > TxtRepl on a mesh (AI) object (why? there is a perfectly acceptable capability in Renderer > Mesh Textures!), then I think you are out of luck. I do not believe that Shape > TxtRepl works on mesh objects.
FireMage on 1/11/2015 at 16:37
You still don't understand! xD
With Apparition it works because it is an original T2 model. It can works with all orignal T2 models.
But not with T1 models or custom models! And I want to know why! Why this property works with original T2 models only?! What these models have so special to make the property working only with it?!
@Yandros: It sounds you understood what I am asking. Do you means that Shadowspawn have created a tool that allow us to convert models into T2 models and their ability to replace the texture? In this case, you interest me! :D
FireMage on 2/11/2015 at 14:24
Nice! That's what I wanted to know! xD Thank you!! :D
Actually it was for custom models but I'm using old tools because I'm used to use them ^^' Actually, I think that these ones may do T1-like models
So, let's get these files and make happiness in my works! xD Thank you very much! :thumb:
EDIT: Wow! There are more useful program than expected in this site! If only I knew that ealier! :D Thanks!