OverrideTexture compatible Darth Vader

Started by tirpider, October 30, 2012, 09:39:00 AM

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OverrideTexture compatible Darth Vader

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=800



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF1 imp_inf_vader.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Removed "noicon.pic" ref from materials.
- Rebuilt NDXL and NDXT tags for compatibility with my process. (only affects console munging, and should be fine.)
- Made OverrideTexture compatible
   - Merged unweighted MODL's as SEGM's into main body MODL.
   - Created/adjusted weight.
   - renamed MODLs.
- Made lowres material 1 hardedged transperancy because you could see through his cape.

Possible future edits:
- Rebuild high res legs (particularly the knees.) [requires modeling, I can't do that]
- Rebuild lowres cape. It looks like an 's' attached to his back.

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/hands/skirt (and cape for lowres only)
OverrideTexture2 = "texturename"  // head/helmet

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

NOTES:
- The noicon.pic didn't have to be removed, but it was annoying to click off the "texture not found" error in 3DOC. (been bugging me in several other msh's as well)
- No cape except the one in his lowres. Capes are a different project ;)
- I can't lie. I don't like this model. The art is good, but... The way it scales to the animations causes wierdness that hurts my eyes. Same with it's lowres. I think Pandemic's decision to keep it an an NPC was a good one.

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