First .:
cm_baremetal in Head Models is that possible?
at the moment everything gets invisible/glaslike when i use the alpha channel.
But i need cm_baremetal or the effect of the armors with shining areas when light hits em.
I found out only with KT-> hex view that at the end of the files the cm_baremetal , envmapenviroment or clamp 3 and so is added but when extractet not.
I tried to add at the end of the tga file cm_baremetal with hex editor but it looked like a failure :-/
Second.:
Well i made new texture for verpine headband, and it works with simple copy it to override folder.
But i want this texture just for one special VPHeadband.
I played around with modelvarition in the uti file and changed to 20, also i copied mask11.mdl mask11.mdx file to ovveride and renamed to mask20.mdl/mdx
Next i edited the new "20" .mdl file and replaced the texture entries to my the name of my own texture. The .mdx i found nothing really readable there to hex edit...
All i got was a buggy unuseable granade :confused:
Third.:
Is there a way to use Gender.3da as Param so u restrict an armor to male or female ?
I edited much around with baseitem.2da, baseitemprop and so on , but nothing worked. But i also got no errors on the other hand when i defined a new property in the baseitem, baseitemdef files. It looked like there i need a script or so, because it seemed that the programm simple ignored the new entries. I think that because i got no errors either or buggy items or whatever.
I hope one or two of the more expierenced KotoR modders can help me special with First and Second Question :)
To help the MoDs keep forum clean ;)
Question Second is discussed in the link below, my browser was buggy and not showed me my other thread.(have very poor connection to these forums :( )
http://www.lucasforums.com/showthread.php?s=&threadid=128886)