While I tried to create my own custom head, i stumbled upon a few question marks from my side regarding head models. Now I couldn’t find any info on this or a tutorial, so here is, what I found / are my questions:
I have a head made out of 2 parts: face and hair. Both show up, so heads don’t have to be one mesh. BUT can these head parts make use of 2 different textures? I only get ONE to show up and only if it has got the same name as the base.
I want face-mesh->face.tga and hair-mesh->hair.tga…
→ (Even though I managed a way:) Is that possible?
Well, besides this I kept on testing. So I created a single TGA by joining the 2 squared textures to one with 1024x2048. I named it like the head model and now it works.
But with this came my next observation: Transparency on head-model-textures: This custom texture has transparency (within the hair regions).Whereas the transparency shows in the toolset, it does NOT show in game! There it’s kind of milky looking.
To rule out my custom model/texture, I now used a vanilla head pmh0_head001.mdl and it’s texture. I ported the PLT into a TGA and renamed all to pmh0_head040 (a free “head-slot”), so I don’t get a PLT messing in. It shows up nicely in the TS and IG!
Now I testwise added an ALPHA to the head texture (top = solid, bottom = see through), and guess what: Same thing:
And that model IG:
→ Tested in EE .34.1
Question: Is it possible to make transparency on head-model-textures work IG?
If anybody knows a link to a good head tutorial, which covers my findings/issues/questions, that would be nice, too.