Hello. I finally learned how to make a new unit for SWBF2. Now I'm modeling my unit, but I have two questions. If you can answer me I'll thank you:
1. I'm using 3ds Max 2010 x64. If I put to my object opacity, will it work with opacity in the game?
2. If I divide my mesh in two objects, and then I export the objects to .msh (it is a unit), will it work?
Thanks.
Opacity and two objects in a .msh?
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- AhsokaTano
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- Nedarb7
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Re: Opacity and two objects in a .msh?
I have no idea what you want for the first question but for the dividing your mesh into two
I can answer:
Can you divide a model into two parts then export to msh? Yes. Since its a player model
you'll need to envelope both the parts separately.
I can answer:
Can you divide a model into two parts then export to msh? Yes. Since its a player model
you'll need to envelope both the parts separately.
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noMatt
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Re: Opacity and two objects in a .msh?
no it wont work with opacity. If you want effects like that you need to have a look in Edit Flags
- AhsokaTano
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Re: Opacity and two objects in a .msh?
Ummm... Ok. Then I can't put opacity to my mesh. Thanks.
Nedarb, :OO Great! Thank you!
Nedarb, :OO Great! Thank you!
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Marth8880
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Re: Opacity and two objects in a .msh?
re: opacity, in the Edit Flags ppg in Softimage, set the Transparency slider to 1 for one-sided transparency or 2 for double-sided transparency. Remember that your texture's alpha channel must reflect this.
- AhsokaTano
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Re: Opacity and two objects in a .msh?
Ok. Thank you Marth!Marth8880 wrote:re: opacity, in the Edit Flags ppg in Softimage, set the Transparency slider to 1 for one-sided transparency or 2 for double-sided transparency. Remember that your texture's alpha channel must reflect this.
