First of my name, Queen of Joke Mods, Mother of memes
Posts: 2,571
Original Join Date: May 12, 2009
|
Post by JTeghius Kittius on Jul 10, 2014 18:36:26 GMT 10
in re5 modding if you want a part of the model to have alpha's it needs to replace a part of the original model that also has/had alpha's
|
|
Posts: 1,154
Original Join Date: Oct 27, 2011
|
Post by Kernelzilla on Jul 11, 2014 13:23:51 GMT 10
in re5 modding if you want a part of the model to have alpha's it needs to replace a part of the original model that also has/had alpha's not exactly , if you change the "MATID" you can have alpha in any mesh. (example: if the hair have the MAT ID: "0" and the arms "3" just change the 3 for 0 and this mesh take the alpha and the texture from the another mesh)
|
|
Posts: 2,101
Original Join Date: Apr 6 2012
|
Post by -IronSoul- on Jul 11, 2014 13:32:55 GMT 10
in re5 modding if you want a part of the model to have alpha's it needs to replace a part of the original model that also has/had alpha's not exactly , if you change the "MATID" you can have alpha in any mesh. (example: if the hair have the MAT ID: "0" and the arms "3" just change the 3 for 0 and this mesh take the alpha and the texture from the another mesh) that's exactly the reason why i don't understand why so many mods without alpha :s when in re6 they have and it's way hardest have alpha on re6 that in re5 xD
|
|
Always on a quest...
Posts: 3,756
Original Join Date: Apr 6, 2013
|
Post by ΛLISTΞR on Jul 11, 2014 18:20:15 GMT 10
not exactly , if you change the "MATID" you can have alpha in any mesh. (example: if the hair have the MAT ID: "0" and the arms "3" just change the 3 for 0 and this mesh take the alpha and the texture from the another mesh) that's exactly the reason why i don't understand why so many mods without alpha :s when in re6 they have and it's way hardest have alpha on re6 that in re5 xD my problem is with alphas is when i add it most of the hair becomes invisible
|
|
First of my name, Queen of Joke Mods, Mother of memes
Posts: 2,571
Original Join Date: May 12, 2009
|
Post by JTeghius Kittius on Jul 11, 2014 19:27:19 GMT 10
in re5 modding if you want a part of the model to have alpha's it needs to replace a part of the original model that also has/had alpha's not exactly , if you change the "MATID" you can have alpha in any mesh. (example: if the hair have the MAT ID: "0" and the arms "3" just change the 3 for 0 and this mesh take the alpha and the texture from the another mesh) i'm going to have to punch someone for lying to me....
|
|
Posts: 1,154
Original Join Date: Oct 27, 2011
|
Post by Kernelzilla on Jul 11, 2014 19:31:25 GMT 10
not exactly , if you change the "MATID" you can have alpha in any mesh. (example: if the hair have the MAT ID: "0" and the arms "3" just change the 3 for 0 and this mesh take the alpha and the texture from the another mesh) i'm going to have to punch someone for lying to me.... Why? ._.
|
|
First of my name, Queen of Joke Mods, Mother of memes
Posts: 2,571
Original Join Date: May 12, 2009
|
Post by JTeghius Kittius on Jul 11, 2014 19:46:34 GMT 10
i'm going to have to punch someone for lying to me.... Why? ._. there was a person who lied to me saying you could only use alpha's on a model part that originally replaced model parts that had alpha's originally. not saying i was going to punch you or anything
|
|
Posts: 1,154
Original Join Date: Oct 27, 2011
|
Post by Kernelzilla on Jul 11, 2014 19:47:57 GMT 10
there was a person who lied to me saying you could only use alpha's on a model part that originally replaced model parts that had alpha's originally. not saying i was going to punch you or anything i know it's ok xD , that is just in RE6 in RE5 is different (for luck).
|
|
Posts: 20
|
Post by math2dead on Jul 14, 2014 21:58:18 GMT 10
Hi all, could you help me understand the plugin for Resident Evil 5, when porting the game model most models holes appear on the models could not tell in detail how to fix this bug **********************
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 15, 2014 1:58:19 GMT 10
Please, don't DP. (Double Post)
|
|
Always on a quest...
Posts: 3,756
Original Join Date: Apr 6, 2013
|
Post by ΛLISTΞR on Jul 16, 2014 14:19:11 GMT 10
I really Really Really wished the scripts supported stages id be all up in that shiz if it did i wouldnt sleep id be port and porting id be spamming threads xD is it a possibility for a stage script i guess re4 never got one so i guess not
|
|
First of my name, Queen of Joke Mods, Mother of memes
Posts: 2,571
Original Join Date: May 12, 2009
|
Post by JTeghius Kittius on Jul 16, 2014 19:34:16 GMT 10
also even if model importing for stages worked with this tool it wouldn't necessarily mean that it also has the correct collision....
|
|
Posts: 2,101
Original Join Date: Apr 6 2012
|
Post by -IronSoul- on Jul 19, 2014 15:55:09 GMT 10
also even if model importing for stages worked with this tool it wouldn't necessarily mean that it also has the correct collision.... technically replace a mesh from a stage it's possible, at least for me (already tried it) but as you say, we need a collision editor and we can port any stage from every re-game including re3, 2 and 1 xD
|
|
Always on a quest...
Posts: 3,756
Original Join Date: Apr 6, 2013
|
Post by ΛLISTΞR on Jul 19, 2014 15:56:07 GMT 10
also even if model importing for stages worked with this tool it wouldn't necessarily mean that it also has the correct collision.... technically replace a mesh from a stage it's possible, at least for me (already tried it) but as you say, we need a collision editor and we can port any stage from every re-game including re3, 2 and 1 xD it worked can you pm and tell me what you did id really appreciate it felix
|
|
Always on a quest...
Posts: 3,756
Original Join Date: Apr 6, 2013
|
Post by ΛLISTΞR on Aug 12, 2014 4:54:45 GMT 10
why is this happening with alot of my recent ports theres weird lights all over the screen
|
|