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Thread: Biped/Shader/AI help

  1. #11

    Re: Biped/Shader/AI help

    Quote Originally Posted by MNC View Post
    Ah! Thank you. I haven't tried yet, but ai_actors converts it to an object list, right? I never knew how it worked. <3

    @ adumass: If I'd do that, I'd still have the normal biped in the vehicle, not the zealot Elite.

    Edit: It works! the second one works, the first just returns a boolean. Thank you Ctrl!
    No you would not have a normal biped the ai_attach gives the biped ai it would act like the zealot. You could make a new elite biped and just change the color in the biped to make it look like a zealot.
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  2. #12

    Re: Biped/Shader/AI help

    I know you can attach the AI to the biped, but the biped will still be the ordinary color, and the color cannot be set in the biped tags, I've tried. You only get different diffuses or whatever, I don't know much about shaders. What I do know is that it won't work, it will have messed up colors.
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  3. #13

    Re: Biped/Shader/AI help

    Quote Originally Posted by MNC View Post
    I know you can attach the AI to the biped, but the biped will still be the ordinary color, and the color cannot be set in the biped tags, I've tried. You only get different diffuses or whatever, I don't know much about shaders. What I do know is that it won't work, it will have messed up colors.
    I've changed biped colors before.. if it doesn't work in the biped you could always change the bitmaps color.
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  4. #14

    Re: Biped/Shader/AI help

    I can change colors too, but I always have the blueish elite shader ontop of it.
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  5. #15

    Re: Biped/Shader/AI help

    The blue is from the cubemap used by the Elites - it uses permutations. (see : forced shader permutation in the actor variant.) You can solve this by copying the elite gbxmodel, assigning it to your biped, and setting the shader permutation on the gbxmodel's shader list to the permutation ID of the cubemap you want.
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