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Modding for the Original SWBF1 and SWBF2 => Released Assets => Topic started by: tirpider on October 23, 2012, 03:19:30 AM

Title: OverrideTexture compatible BF2 Imperial Officer
Post by: tirpider on October 23, 2012, 03:19:30 AM
OverrideTexture compatible BF2 Imperial Officer

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=786 (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=786)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FOTC%2FIMP%2FBF2%2FOTC_BF2_Imp_Officer.png&hash=424b2acdf5a3e2fe68ab57e8a1e9f59aaf36244d)

tirpider - editing
Pandemic - source materials

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

Changes:
- changed material reference from "test_inf_officer.tga" to "imp_inf_officer.tga". Now it works.
- changed sv_ material from material50 to scene_material0.
- removed extra material def. (material50)
- Rebuilt NDXL and NDXT tags for compatibility with my process. (only affects console munging, and should be fine.)
- Made OverrideTexture compatible
   - renamed MODLs.

Possible future edits:
-

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

I left the filename the same as the original as it is meant to be used as a replacement for the original.
It will no longer work with "test_inf_officer.tga". I don't believe that was even included in the game assets.
The following is the proper tga name as provided by the BF2 assets.
imp_inf_officer.tga

NOTES:
- His head is merged with the body and hat. The hat is split across 2 segms, both merged with other stuff. Swapping his head (or even removing it) will be a hassle. (using my method. might be easy using the msh import features of ZETools.)

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