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Some help

DMN666

Grizzled Veteran
Jun 14, 2012
2,509
11
Brooklyn, NY
Hello, even though this game seems to be very unactive, I would still like to play around with stuff.
So i need some help.

1) How can i change the Husk's fireball color, specifically that of the XMas one (Or all if they use the same script).

2) In 3DS Max, I wanted to edited a model and somewhere along the lines i might have messed up its textures? This hasnt happened to me before with the other models i exported with.
I only set up 2 textures for the model to read (being a gasmask tex and full body tex) but when i export it and import it into UDK, the model has 3 materials and the 2nd one is not even being used?
I tried to delete the 2nd layer and it just results to the 1st layer now taking over the whole model and leaving the now 2nd layer (which was the 3rd) useless. I tried to use $. mat = null and using UVW Remove but that didn't work.

Here are some screenshots
Spoiler!

Here is a download to the model (a .psk file) and both its textures, if it helps.
http://www.mediafire.com/download/2r83c0v9y8sdlan/SovietMask.zip

3) Finally, I was also trying to make a static mesh for the character, i also get this 3 material thing going on but i also get another error importing the mesh in UDK.
Code:
ASE Importer Error: Did you forget to include geometry AND materials in the export? 
Faces: 2523, Texture Coordinates(channel 0) : 0

Thank you if you help me out.
 
1.) Unsure if they use seperate ones as of yet but the place to look in is the projectiles effects. Change the RBGA (A = alpha) within the special effect class it uses.

2.) The reason this is happening is that you are better off using sub/multi materials. http://knowledge.autodesk.com/suppo...D968CDD9-4C5D-489D-A311-ED7486FCD4AA-htm.html

Once you do this once, it's very easy to do. Just got to highlight them areas on the model and say what material "layer" to use just like you did with the material changing. I believe the original KF models show this when exporting them.

3.) Try number 2 and go from there.
 
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