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 Mount&Blade Repository » Mod Source Files » Hair Hiding Mesh
      
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View this file on the M&B NexusFile Listing: Hair Hiding Mesh
Last Updated: Jul 03, 2010, 12:38:21 pm
File version: 0.99
For M&B version: Multiple
Downloads: 377 Size: 1.47 MB
Views: 2,297 Type: RAR
Rating (0 votes): Unrated
Description
Example Files and basic overview on how to use the Hair Hiding Mesh used in 1866, in your mod.


Keep in mind it will only work on certain hats, (the brim of the hat must exceed the diameter of the hair on all sides, something like a baseball hat wont work for example).

I dont think alpha+specular is possible in m&b, (unsure about warband), which means, the hats that use this wont be able to have specular.

You can combine the cone in the example with a hat using openbrf's combine feature and it
will work as long as the brim of the hat matches the cone, and the cones uv's are on 100% alpha.
The texture of the hat needs a small 100% alpha area to do this, a 1-bit alpha texture will be fine.


For 1866 we deleted the topknot hairstyle to lower the overall hair size, so the hat/cone we are using is adjusted to that size. tighter is better since it can cause some rendering problems when looking through it (such as hiding smoke particles and other hair meshes).
Therefore, if you use our example, the topknot hair will still be somewhat visible since it exceeds the cones boundary.

If you are using the proper materials and render-flags in the example and the hair is still visible
then the problem may be the order in which you combined the hat with cone, ex.

Combine hat>cone wont work, but combining cone>hat will work.....this will determine the vertex order and the cone must have a lower vertex order to work.

The ordering may vary depending on which program you use.

Finally, we get to materials, the render order of the hair material has to be higher than the material of the hat mesh, ours is 7 for the hair material, and 3 for the hat material...IIRC I picked these numbers to avoid rendering problems with grass....also to avoid rendering errors with particles, the particle shader materials all need to be changed to have a render order of 7.

And thats everything, I hope.

oh wait...no, there is also a .lod material for any hat lods, this is to remove rendering problems of hats in the distance, you will notice it is the same except for it has no flags, and the render order is 0.

Special thanks goes to 1866 team for all the problems this caused in their mod, :-) .
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