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#1
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![]() Bugs:
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#2
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#3
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#4
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![]() So is the fact that the hood graphic displays along with the custom helm graphic?
Image attached.
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Grennin - 60 Warrior
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#5
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![]() [QUOTE=nilbog;2237209]This is fixed, pending update.
Thanks nilbog. Does this include the custom cowl of mortality too? There's also a slight tint on it atm | ||
#8
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But the texture itself is fine. The problem is in the gequip2.wld data -- the visibility/blending flag is wrong for the material that is applied to that texture. Oldschool EQ models used two kinds of (cheap) partial transparency/blending algorithms. One is mainly used for particles and such (skulls with green beams of light coming out of their eyes in various old zones are an example): the texture is transparent as its color approaches black, opaque as it approaches white. The other, main one is more basic, essentially just multiplying the color of the texture with the colors of the world behind it, which makes for a somewhat more even effect as far as the transparency goes. The erudite veil is using the first one instead of the second. This is what it looks like with the particle-style blending (visibility flag: 0x80000017): (I couldn't remember what packet or command is needed to make the model show up on the head, which is why it's in a dark elf's hand instead) [You must be logged in to view images. Log in or Register.] And with the main transparency style (visibility flag: 0x80000005): [You must be logged in to view images. Log in or Register.] I don't know if your texture fixer application can edit the .wld files; that's what would be needed here. | |||
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