So, couldn't I use multiple model mods, just replace specific outfits? Like, Hawaiishirt could be twins, default could be Rebecca, and so on? Just over-write the original with a different one? Or would there be some conflict with the skeletons or something?
Is there any way to force transparency? I'm making a reskin for OtR not for regular DR2, but I think this topic may be the right one since the process is the same.
Anyway, I want to turn the Wrestling outfit into Mike Haggar's clothes (awww hell yeah!) but that's pretty hard to get right without transparency. So, is there anyway to make parts of a texture transparent?
if you mean so frank's model can show through underneath the clothes then no, not exactly. There are ways to remove parts of a model, but in case of parts of clothing you can't get his model to show through simply because there's nothing under there. If you were to remove the article of clothing there would be a big gap in Franks model.... if you could show me a picture of what you are going for (sorry I don't know Mike Haggar) I may be able to help further
Final Fight character. I would use the Final Fight 2 concept artwork as a basis, but using his regular green and brown color scheme.
Still, are you sure that transparenting part of the outfit would leave holes? I mean, there's the possibility that part of Frank's torso (which is where I mostly want to use transparency) IS under the outfit and I'm not gonna use a lot of transparency.
If you know how I can apply transparency tell me and I will see if it works or not. It's something I want to try, at least.
oh yee-ea!!! I can't believe I didn't know that... I'm working on building a MAME system and I've tested this game quite a few times
... there's a method for removing meshes from models (shirt, belt, tie, etc...) its relatively easy, but I'll have to do some searching to see if there's a tutorial, if I can't find one I'll just walk you through the steps.
when ever you open a DDS with that it'll show the texture compression being used.
most commonly DR2 uses DXt1 and DXT5, I've seen a ARGB32 aswell.
when you open an image with the dds viewer take note of which compression its using. since after you complete your edit you must save it back as the correct compression. the wrong compression will trip up my script and write invalid texture files. I'll have to fail safe that in the future :\
Using your tool I was able to make the chainsaw orange again using it's old texture from DR2.
But when I did the same for the paddlesaw it would crash when I tried to make it.
So I guess half of the problem is not knowing how to save the .dds and the other half is to do with the process for repacking the .big's and .tex's. because how you have to select bigfile.xml and then it makes a bigfile.big inside the files you're trying to repack and It just gets really confusing to sort them out and repack it properly.