SWBFGamers

Modding for the Original SWBF1 and SWBF2 => 3D-Modeling, Animation and Texturing => Topic started by: Xfire Keenmike aka cull on August 30, 2011, 07:34:27 PM

Title: [solved]Crude ways to mod
Post by: Xfire Keenmike aka cull on August 30, 2011, 07:34:27 PM
Quote from: Buckler on August 30, 2011, 06:48:08 AM
Giving a trooper a green costume would be a skin mod; one way to do that is covered in this tutorial:
http://www.swbfgamers.com/index.php?topic=3762.0

(This method does not use XSI, but it is rather crude because the image is 2-D that gets wrapped around the 3-D character.)

I like that you called it crude, but you bring in me questions.

Can a mesh model have textue colors on its own with out a tga file?
Is it possible to have a mesh model with its own color from hp light or some other way?
And would any of these ideas work better with static models vs trooper?

edit by tirpider: tagged title
Title: Re: Crude ways to mod
Post by: Bamdur on August 30, 2011, 07:55:40 PM
possibly a built in material in xsi, though that might require a tga file for the most part the swbf models all need tgas to work, an hp light wouldnt alluminate a model enough for it to be green and i dont think it woudl work on a character and not a static prop
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