I retextured Exterminatus303's Selendis Zealot into a Dark Selendis Zealot. I also fixed the problem with the model using a specular texture as the emissive. Note that upon Exterminatus303's request this will be removed.
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Ok I uploaded the new and improved texture pack by KORroy. The breast plate is closer to the rest of the armor though its slightly darker you can't tell unless you're closely inspecting it. I also recolored the Hero Icon it was looking a bit yellow. Now it looks like a real dark selendis.
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Look at the pictures. The alpha channel is already filled and it doesn't apper at the model.
To attach an image after you post a message there is a little button in the corner if you put your mouse in that area that looks like a paper clip. Use that to attach any and all images,maps etc.
How can I upload an image here? It's hard to explain with only text.
The model use many different textures and each textures have different roles. Delendisportrait_diffuse.dds already full of alpha channel, but it doesn't appear as team color.
My original Plan was to try and do something like this. I recolored this but i didn't draw it.
@KORroy: Go The model uses team colors, so if he edits the texture and gives it an alpha channel it will work. Of course the original portrait model doesn't have team colors but it doesn't matter here.
Alright thanks for the input guys. I'll try and see what I can do.
I couldn't use the ingame textures cause I used a hex editor to change the texture default names and going over the line limit could have been quite the dosey.
It's wrong. Selendis Portrait Texture doesn't use alpha channel for team color. The textures which use alpha channel for team color is limited, not everything does. And I think is enough to identify which team it is.
the texture which name dealot is not essential thing. You should routed the texture to 'darkzealot_'. Also normalmap is the same thing with existing one. They just take the capacity of usemap.
@JacktheArcher: Go Yes, it uses alpha channel. And the transparency sets how much of the team color or the actual texture you see, so don't go for 100% transparent, it's more like 50%, but you will need to do some tests to find the best %
Hmmm alright I think I'll try that. It uses alpha channel right?