This mod aims to update much of the 2004 Axis and Allies RTS game to modern day warfare. A new campaign is planned along with a new WW2 mode, and current nations to be involved include China, Russia, the United States, the United Kingdom, EU, and many other countries. Infantry and naval combat are being entirely reworked, as is the game economy.
US Army Infantry use Universal Camo pretty much everywhere, which looks kind of lame but is realistic. Marines and most other countries have more variety in uniforms depending on terrain.
Working on a few skins for the US Humvee as well.
How did you manage to keep the faction colors on the new models?
I added the RepColor NiComponent to the meshes and made parts of the skin transparent.
Can you explain this in more detail? How did you add the Repcolor NiComponent? Did it automatically make the transparent parts faction colors?
If you look in most vanilla A&A models, usually in the same place as the main mesh, there is a component called "RepColor".
All I did was copy and paste that into the new models' mesh section.
The transparent parts never show up in teamcolor when in NifSkope; they either appear transparent or black. Ingame, however, they did appear in faction colors.
Example: I.gyazo.com
I hope this helps.
This differently helps more. However, it shows up white in game.
What do you save the new skin as after you made it transparent? After I save mine, it turns white.
For example, assuming its a .dds, is it DXT1 RGB (No Alpha) or DXT1 ARGB (1-bit alpha), etc?
Never mind. I got it. Thanks for your help.
I Would have never figured it out without you.
No problem, glad I can return the favor.
After some experiments, I don't think that the models need the "RepColor" line in the models.
I just saved the skins and it works automatically.
Odd.
When I tried to do it without RepColor it showed up as alternatively transparent or black ingame.
Did you save the new .dds as "DXT3 ARGB (Explicit Alpha)"?
It saves some time not having to do the extra step.