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Author Topic: permanent metalbox?  (Read 1100 times)
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Shadowblitz16
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« on: March 11, 2013, 10:08:12 PM »


is it possible to make a true permanent metal effect on a character?
not a retexture, weight hack or sfx hack
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BlackJax96
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    « Reply #1 on: March 11, 2013, 10:32:48 PM »


    Yeah, just use the automatic metal materials button, delete all the original materials, remove "_ExtMtl" from all the metal materials, and then link the objects and shaders back up to them as they were to the original materials. Then add the metal texture you want to the pac and delete all the other textures.

    If you're thinking of making all characters metal all the time without editing each individual fighter pac, then the answer is no. Rel editing or a code would be needed most likely.
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    Shadowblitz16
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    « Reply #2 on: March 12, 2013, 08:38:08 PM »


    can you be more specific?
    what file do I open?
    automatic materials button?
    how do I link objects and shaders back to the materials?
    do I save it as a FitX.pac or FitXXX.pc
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    BlackJax96
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    « Reply #3 on: March 12, 2013, 08:49:10 PM »


    Ever used Brawlbox?
    If not, go use it.
    Then come back and read.

    You open the FitChar##.pac.
    Highlight the character model. In the properties window, there's this thing called "AutomaticMetalMaterials". Set that to true.

    It will copy all the materials in the Materials folder and add "_ExtMtl" to them. The materials with "_ExtMtl" at the end are metal materials.

    To link an object to a material, you go to the object. You click the object. You go to the properties window. You find "Material". You set the material to the desired material.

    To link a material to a shader, you go to the material. You click the material. You go to the properties window. You find "Shader". You set the shader to the desired shader.

    Click File->Save As.
    Change the extension box to ".pair".
    Set the name as "FitChar##". (Where ## represents 00 to 05 generally)
    Click okay.

    Now combine this explanation with the one above and you should be able to figure it out.
    « Last Edit: March 12, 2013, 08:50:32 PM by BlackJax96 » Logged

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