
Kinn: "Are fence textures on .mdl possible?"
(Conversation ensues with Spike offering wisdoms like usual since already feature in FTE.)
(Baker isn't entirely paying attention, mostly distracted. Then starts thinking and back and forth with Kinn. Conversation ends like this ...)
Baker: Mark V update with alpha models.
Kinn: @Baker
Wow, that's perfect. Thanks so much for this!
Necros: ok, i'm sold. that looks terrific!
(Conversation ensues with Spike offering wisdoms like usual since already feature in FTE.)
(Baker isn't entirely paying attention, mostly distracted. Then starts thinking and back and forth with Kinn. Conversation ends like this ...)
Baker: Mark V update with alpha models.
Kinn: @Baker

Necros: ok, i'm sold. that looks terrific!
Mark V - with alpha model support Windows OpenGL
Palette 255 is transparent color, model must have flag 0x4000 set in the .mdl QME 3.1.
A test mod is supplied. Type in console:
"game alphamaskmodeltexture; map start" and watch the lavaball in the HARD hallway which has been replaced with palm leave .mdl.
screenshot (redundant!)
Palette 255 is transparent color, model must have flag 0x4000 set in the .mdl QME 3.1.
A test mod is supplied. Type in console:
"game alphamaskmodeltexture; map start" and watch the lavaball in the HARD hallway which has been replaced with palm leave .mdl.
screenshot (redundant!)
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