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I noticed you seem to have some problems with your uv-mapping, so i thought i'd post you a little uv-tutorial i did for a guy named mario 64 earlier: http://www.hiveworkshop.com/forums/pastebin.php?id=9i2br1
It's in 3ds max, and i know you use milkshape, but perhaps you will find it useful anyway.
Good luck on your ghost model!
hey ty about that animation thing, but it only shows how to not "kill them" when exporting, however when I import any model, to ms3d, there is no skeleton, and the animations can't be viewed.
3 ways,
1. select both and in the modifier pane you press the button collapse selected
2. select both and press the button collapse ( where you can add an offset, by default it is 1.0 )
3. press the button target weld, and drag the first vertex to the second one ( the icon changes ) release and they are collapsed or welded
thanks for all your help... just one last question if you will, if my model uses in-game textures, what do i change in notepad? and do i write anything when importing the texture or no need to import it?
for every material of those you have to change the id number to the number of the texture it uses, but remember the first texture is ID 0, the second ID 1 etc
also, for some reason, instead of being Material bellow texture, it's material above texture, but i don't think it matters... anyways is this what you meant? only change that bolded part?
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