- Joined
- Jul 29, 2004
- Messages
- 633
I've red Oinkers Geomerge tutorial, read the thing in red, i dont get it.
Open GeosetMerger.exe.
For the base file (what to merge on to), choose the headless footman MDL.
For the geoset file (what to stick on), choose the knight's head.
For the the output, choose something like FootmanKnightHead.
For the path, choose "Textures\Knight.blp" (no quotes). To find a path in the future, simply open the model in the previewer, click "Extract (and convert) all textures used by MDX", and look through the list for something with the unit's name.
Do not check the "Two-sided" box. There are no polygons that need to be seen from both sides here.
Pick "None" as the type. Here is a description of each each type does.
Transparent: Any part of the texture's alpha channel with black painted will be invisible.
Team color: Any part of the texture's alpha channel with black painted will be team-colored.
None: It will ignore the alpha channel.
Additive: This is the type of thing used for hero glow.
For the bone, choose "Box02: Bone_Head" from the list. Those entries are listed as "BoneName: Parent". The reason I set it up like that is that bones themselves are often named undesriptively (Box02) while their helper parents are named clearly.
Click "Merge" and test to view the result. Your head will probably look relatively unnatural. Just scale/move it in VertexModify, save, and remerge. You can just click merge again after saving instead of setting up all those options again.
What does he mean by that, what 2 do there?
Open GeosetMerger.exe.
For the base file (what to merge on to), choose the headless footman MDL.
For the geoset file (what to stick on), choose the knight's head.
For the the output, choose something like FootmanKnightHead.
For the path, choose "Textures\Knight.blp" (no quotes). To find a path in the future, simply open the model in the previewer, click "Extract (and convert) all textures used by MDX", and look through the list for something with the unit's name.
Do not check the "Two-sided" box. There are no polygons that need to be seen from both sides here.
Pick "None" as the type. Here is a description of each each type does.
Transparent: Any part of the texture's alpha channel with black painted will be invisible.
Team color: Any part of the texture's alpha channel with black painted will be team-colored.
None: It will ignore the alpha channel.
Additive: This is the type of thing used for hero glow.
For the bone, choose "Box02: Bone_Head" from the list. Those entries are listed as "BoneName: Parent". The reason I set it up like that is that bones themselves are often named undesriptively (Box02) while their helper parents are named clearly.
Click "Merge" and test to view the result. Your head will probably look relatively unnatural. Just scale/move it in VertexModify, save, and remerge. You can just click merge again after saving instead of setting up all those options again.
What does he mean by that, what 2 do there?