Author Topic: cheekbones Object  (Read 852 times)

Offline Wlfgng

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cheekbones Object
« Reply #15 on: January 03, 2003, 04:29:59 PM »
chuckle

Offline Bullethead

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cheekbones Object
« Reply #16 on: January 03, 2003, 05:03:35 PM »
hitech said:
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Thers no hard coding involved, in the 3d editor we can tag polygons just like object types can be taged. It's this tag that defines runways & other object types.  Been looking for free 3d modeler that has enuf stuff to do object model for the TE but have never seen one.


Thanks for the info, but I'm afraid that raises a few more questions as long as I've got your attention :)

1.  Does Milkshape have the ability to turn the cheekbones into a "runway-able" object?

2.  If so, what do I need to change to make it so?

3.  If not, could I persuade you to do this yourself with your editor?  cheekbones would make really cool grass fields possible ;)

Offline Bullethead

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Re: Re: Re: cheekbones Object
« Reply #17 on: January 03, 2003, 05:05:23 PM »
Dux said:
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The VDEPOT shape has a texture and an alpha mask (VDEPOT_a.bmp)... repaint the alpha mask to be completely black. The texture will become invisible, but the shape will still be there.


But wouldn't that make all the VH spiderwebs on the map invisible, not just the ones I use for grass fields?

Offline Dux

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cheekbones Object
« Reply #18 on: January 03, 2003, 05:25:29 PM »
It would if you used the VH Field object... but try using Pokie's suggestion; the VDEPOT.

but yes... it would make ALL instances of whichever object invisible.
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