Module Development > The Forge - Mod Development
2 questions
(1/1)
Spong:
I was just wondering what people's opinions were with regard to making mods for v8+ and some of the new visual elements.
The two stumbling blocks I am encountering are:
1) Now that MnB supports visible sheathed weapons what is acceptible in this area? For example, most of the community made sword (many of which are very high quality) models out there that do not have a scabbard model because they were made before this feature was implemented. What should modders do in this situation? Solving this with maces and axes is easy you just apply it to equip on the belt or back and it uses the weapon model there, but swords need a scabbard; at present I can think of a few options: i) Wait for new swords with scabbards to be made, ii) use the default scabbards from vanilla and apply them to imported swords, regardless of continuity (this could just be a placeholder option), iii) don't bother with scabbards, return to the old method of magically producing a sword from your avatar's backside iv) (the bravest option) attempt to make new scabbards yourself
2) New lighting effects - now I have no idea how this works so when I make a new skin that uses an existing mail texture it appears as the old mail that is dull but all the new mail is shiny and reflective. How do you make mail shiny? Again though, does it really matter? Do players care if you have shiny gloves and a helmet but dull mail on your body armour?
Raz:
I just added the sword_norman_scabbard and the rusty scabbard to RR_rapter65's weapons. I'll make some when Thorgrim updates his weapon pack.
Shineyness goes through alpha channels. Basically, it determines what gets affected by certain shaders on the texture and what doesn't. The brighter the alpha channel is (on greyscale), the more it gets affected by it. Just open the texture, paint the things you want to be bright light, and those you don't want to be reflective black. Then save it as a new file.
With DXTbmp, open the regular texture. On the right, there's anoption to import alpha channels. Import the newly saved file, and save the texture as a DDS.3 or above. Then it should work.
Thus spake Nosferatu:
Well, you do not NEED them. The weapons on the back and such all have clipping problems, anyhow. I think they look stupid for the most part.
Navigation
[0] Message Index
Go to full version