esperesa: (Default)
Yuxi ([personal profile] esperesa) wrote 2014-07-19 07:49 am (UTC)

Re: Hi...

Hi Myxeint!
Looking back at these files, it seems the reason I gave this so many groups ( making only two subsets recolourable is a game restriction) is because that was how the original mesh was mapped: Different groups, all with a completely different texture, and mapped in such a way that simply combining the textures and remapping the mesh parts is almost impossible. So I can't make it properly recolourable, I'm afraid.

Instead of replacing the texture (which is fine if it's for your own use only, but can cause conflicts for downloaders), it's better to clone the object for your recolour(s) instead. But remember to register a new GUID for it (in the OBJD tab - click 'get GUID'), or it will still conflict.

To remove the glossy bits (I think I did that because it was a mirror in the original game), you have to go to the Material Definition (TXMT), go to the 'stdMatEnvCubeMode' line, and change 'reflection' to 'none'.

As for a UV map for the pedestal, it has an impossibly strange mapping so I doubt it would be of much help. The best advice I could give is to just experiment with your texture while you are in Milkshape.

I'm sorry I can't be of much help! These objects just aren't really optimal for TS2, so we'll have to improvise. XD

Post a comment in response:

If you don't have an account you can create one now.
HTML doesn't work in the subject.
More info about formatting

If you are unable to use this captcha for any reason, please contact us by email at support@dreamwidth.org