OverrideTexture compatible BF2 AT-ST Pilot

Started by tirpider, October 23, 2012, 04:37:45 PM

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October 23, 2012, 04:37:45 PM Last Edit: October 24, 2012, 11:04:26 PM by tirpider
OverrideTexture compatible BF2 AT-ST Pilot

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=788



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF2 imp_inf_atstpilot.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt NDXL and NDXT tags for compatibility with my process. (only affects console munging, and should be fine.)
- Made OverrideTexture compatible
   - renamed MODLs.
- Changed "test_inf_atstpilot.tga" TX0D references to "imp_inf_atstpilot.tga".

Possible future edits:
- isolate goggles/head/gloves into thier own SEGMs (for future hex-edits)(to much work for the scope of this run through)
-

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body, helmet, goggles, gloves, face

I left the filename the same as the original as it is meant to be used as a replacement.
It still requires the same tgas as the original
imp_inf_atstpilot.tga

Notes:
The head and helmet are a bit different on this one.
I think both, the bf1 and this varient are good models.
One would need to be reskinned (for color and detail consistancy) and have some filenames altered to use them in the same side lvl.
- a lot of these get an error when loading into 3DOC from the commandline or via "open with". This is tied to the shadowvolume and as soon as I figure out exactly what it is, I'll contact the author. They load normaly via drag and drop or through the file\open dialoge.

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/