Racial skin material (and LOTS of other stuff) reference sheet:
https://docs.google.com/spreadsheets/d/1kIKvVsW3fOnVeTi9iZlBDqJo6GWVn6K6BCUIRldEjhw/edit#gid=1775890580
source
Racial skin material (and LOTS of other stuff) reference sheet:
https://docs.google.com/spreadsheets/d/1kIKvVsW3fOnVeTi9iZlBDqJo6GWVn6K6BCUIRldEjhw/edit#gid=1775890580
source
Sorry this is confusing, thank you for the guide but it's really confusing when you're going back and forward especially when you're talking to yourself xD, will try to understand..
is there any way to add a custom sound effect to the game?
I'm following your guide to make an upscale but I'm having issues with the skin textures. I have 2 groups for skin one I pick the b material and the other if I pick b it looks invisible and if I pick a it looks glitched. Do you have any solution for this?
I tried to edit some simple wall partition, and imported it in. Model & Texture looks fine, though from some angles or far away. but close up or front & kind of close up the model disappear. culled.
There was something weird during importing too, when I open fresh exported fbx.
Group 0, Part 0.0
Group 1, Part 1.0
When I edit, and import it, it imported the Group 0 just fine, while Group 1, it says already have an object with that name so it didn't got imported, only can be imported if I rename it to Part 1.1
I wonder if the culling and name are connected, like .0 is the close up, and switched to low poly in 0.1 (if any). and since I can't import with 1.0 name, it can only be visible at distance away? or why it won't import with the name Part 1.0 while there's nothing with that name in there.
Do you know if this is the problem with preparing the 3d, exporting it out to fbx or importing it in to textools? I'm using Cinema 4D. and wonder
Thanks.
I have a question I edited a mod on blender and removed some stuff. But I’m having trouble importing said model onto texttool and make it a mod pack