Fri Mar 11, 2022 10:10 am
Fri Mar 11, 2022 10:43 am
Fri Mar 11, 2022 10:54 am
monja wrote:Hey! this is quite a quick fix. go to your facexxx.iff file, in there you should see a "face_color_o.TXTR" file, open it with Notepad++ then edit the min-max values. These values control the game renders the default textures in-game. They're just RGB A Values, just go ahead and set the max values to "1, 1, 1, 1.0" and the min values to "0, 0, 0, 0,".
Here's what the default would look like
[ Image ]
And here's what an edited .TXTR file
[ Image ]
Fri Mar 11, 2022 12:05 pm
Fri Mar 11, 2022 12:41 pm
monja wrote:im not sure i quite understand what you mean. what I do make sure to do tho, is to try and remove the highlights and shadows from the textures, try to get them looking as balanced as possible.
Fri Mar 11, 2022 1:49 pm
z_tripp3 wrote:monja wrote:im not sure i quite understand what you mean. what I do make sure to do tho, is to try and remove the highlights and shadows from the textures, try to get them looking as balanced as possible.
Oh my bad. what I mean is that in your texture you can't see where the textured layer starts and ends, and it looks as if it has blended with the base texture. On the other hand with my texture you can see the difference between the two layers, the colors don't match up very well, and you can see the border of the textured face layer. I put a border around what i'm talking about, and an arrow to the two layers i'm referencing. This effect becomes more prominent and noticeable in-game. Thanks for your super quick responses man. Its really cool getting help from the person i'm trying to model after.
https://imgur.com/O4rnpRq