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Jesus Christ

uk
Posts: 2977

Location: United Kingdom
Occupation: Turning water into protein
Age: 33
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#23164   2013-03-28 09:56          
all the parts need to be seperate;

pick a part.. center the pivot point.. take coordinates for parent/child with francos script..

export the part to replace the current one.. for e.g. hood goes to hood.scx(all is customisable ofc but lets get the basics here)

when exporting make sure the part has pivot at center and it is in 0.0.0 possition in max..

export it..

copy the coordinate to cfg(maincfg hood line)

do the loading order in rpk(check my rim tut)

you will need to get the order from tex file that gets created together with your scx

replace old textures with your ones to make it easier.. so for e.g. you got hood.dds as original.. remove the dds and replace it with your texture file for .e.g macela.png

take the id of it(typeid)

save it somewhere so you can have it for future use (together with texture name)

do the order;

texture 0x0000021
texture 0x0000043 - e.g of loading order texture defining that it is a texture, number is the id you got earlier.. and order of it is in tex file

so for e.g.

tex1
tex2
tex3 in tex file.. will be converted to


texture 0x000001
texture 0x000002
texture 0x000003


where 1/2/3 it will be the order of your texture and its ID.

once you're done with loading order convert the rdb back to rpk and check in game..

make sure your mesh(hood) has paintable material.. and your textures are defined in rpk..
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