http://www.wunderboy.org/3d_games/utils/hlmv.php
Get teh new HLMV here, it even supports weapon origins (not interesting for ESF, but WHEEEE!)
Get teh new HLMV here, it even supports weapon origins (not interesting for ESF, but WHEEEE!)
Thats what i ment some parts of the skin are totally tranceparant andDarksun said:well, I hope i'm not thinking this is something it's not, cuz I don't need it to be semi transparent (the original aura is semi-transparent), I need the alpha channel. Alpha allow different parts of the texture to be more transparent than others (not just tranparent here, solid there), thus you can have the texture fade to whatever is behind the model. great effect, very useful for things like hair. Or Auras! :laff:
Well the original aura has a single color texture with no mask texture. So unless you made a texture for the alpha channels and added that to the orginal aura, there is no way to know it's working. (it would sei-transparent poly sitting over each other)Sano said:Thats what i ment some parts of the skin are totally tranceparant and
others are yellow just like in your picture . And it has fading :yes:
I cant model so i tried it on the original aura so i know it works
It will look better on your aura
mmm... you also get the blockyness of the yellow model, I don't think that will be worth it.. besides.. I can just make this model yellow additve instead of white!For yellow colour: I suggest dublicating the aura (it's low#poly anyway...), assign a completely yellow texture to it and set it to additive. You get the detail of this layer and the colour of the other.