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Content creation => Modelling and Animation => Topic started by: hyakkimaru on September 01, 2012, 07:25:33 pm
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Hello everyone!
I tried to create a cape with holes, making the texture transparent in some places. However, when I tried again to install the texture in the game, the m2 is related to the texture sewed my cape! My question is simple:
Is it possible to manage the transparency of objects in WTOLK?
Thank you in advance for your help :) !
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As you are talking about a cape, this might be harder, but
you need to set the render flags of the geoset you are skinning to something not being opaque.
As a quick hack, you might just change all render flags in the model that are opaque to mod or decal.
http://pxr.dk/wowdev/wiki/index.php?tit ... nder_flags (http://pxr.dk/wowdev/wiki/index.php?title=M2/WotLK#Render_flags" onclick="window.open(this.href);return false;)
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Thank you Schlumpf, I'll try it :)
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Bumping an old thread rather than creating a whole new one related to the same topic.
inb4 NECCRRROOOO
I'm trying to do something similar, but the untextured parts of the cape appear white. How can I fix this, and please describe it in layman's terms.
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Bumping an old thread rather than creating a whole new one related to the same topic.
inb4 NECCRRROOOO
I'm trying to do something similar, but the untextured parts of the cape appear white. How can I fix this, and please describe it in layman's terms.
There are no easier terms. Change the renderflag to something different than opaque. Try PyModelEditor.
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There are no easier terms. Change the renderflag to something different than opaque. Try PyModelEditor.
Easier terms would be along the lines of... what is the renderflag? Where can I find it? Those kinds of details...
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There are no easier terms. Change the renderflag to something different than opaque. Try PyModelEditor.
Easier terms would be along the lines of... what is the renderflag? Where can I find it? Those kinds of details...
Downloading PyModelEditor, starting it, opening the model within it. You see that there is a button called "renderflag." You look into it. You most likely see only one flag. It has different settings, one of them being blender mode. You change it and save the model.
Now tell me why you'd require "layman's terms" for that ? I said try PyModelEditor, brandished on the mainpage. You could've tried, at least as far as I hope when people ask and get a straight answer.
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Downloading PyModelEditor, starting it, opening the model within it. You see that there is a button called "renderflag." You look into it. You most likely see only one flag. It has different settings, one of them being blender mode. You change it and save the model.
Thank you.
Now tell me why you'd require "layman's terms" for that ? I said try PyModelEditor, brandished on the mainpage. You could've tried, at least as far as I hope when people ask and get a straight answer.
Not sure what you're talking about.
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Also, does anyone know where to locate the model for capes?
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Also, does anyone know where to locate the model for capes?
They are simple textures. You have to change the race model itself.
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For anyone reading this thread in the future, it works exactly like how he said.
+1 rep if possible.
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For reference, you can create textures with an indexed alpha channel (Means: You create a .tga with an alpha channel on the transparent area and convert it to an index file -> done in "Image" and the first option, I think.). The texture should be transparent, then.
As a friendly guy... For Photoshop
1. Create or edit a texture
2. Make a part of it transparent.
3. Look for the channels tab, press it. Create a new "alpha channel".
4. Mark the Non-transparent areas and delete them, so that the alpha channel covers the transparent areas.
5. Press Image
6. Look into Modes and set Indexed
7. Save as TGA and convert.
8. Test.
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Also, does anyone know where to locate the model for capes?
The model for capes is included as a mesh in the RaceGender.m2 files. Every race/gender wears their capes differently and if you wanted to edit it you could do so by using Blender and editing the capes there within the RaceGender.m2 (HumanMale.m2 for example). However this would change capes for every member of that particular race and gender so I do not recommend doing this. Plus unless you know how to recreate the skin it'll just stretch the textures out.
Edit: Sorry Ascathos I misread your post and didn't realize you already explained this. I guess more detail helps though.
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Something I just noticed after putting on some pants with the geoset "3"
This happens to the belt-region:
(http://i50.tinypic.com/1zclrv7.png)
This doesn't happen with the patch off, and after starting from scratch and twice editing the 1 renderflag for the cape, I still have this weird glitch.
Anyone possibly know the problem?
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You most likely see only one flag. It has different settings, one of them being blender mode. You change it and save the model.