After the mission where you snatch the proteos tomb (sp…) and blow up Tekagi… I’ve always wanted to make Trent’s eyes glow similar to the shade of color on the ships I’ve cloned, retextured and added (not replacing originals) to game… I’m not very good with .thn’s or .ale’s which is how Tekagi’s eye, head and hands generate the effects during the Cutscene.
Since I’m no good at editting the arrays of long numbers, I was hoping I might be able to accomplish something similar with the pi_pirate5_head.dfm that trent’s character uses. I noticed there is already a glow map for the eyes, but no bright colors in it… just looks like a black 32x32 image (mip0). After changing it to a color similar to my ships, I recompiled the dfm with Freelancer XML Project… same way I extracted the necessary images by bulk.
After that failed to glow, I confirmed in UTF that the images did update in the texture library. Also confirmed the int array for Material Library\eyetealblue\Et_flags looks like:
64
0
Also string value for Material Library\eyetealblue\Et_name was already pointing to the tga reference in Texture Libraries that holds all the mip maps. Also confirmed, since there isn’t an Ec_??? in the file, that Material Library\eyetealblue\Type is: DcDtEt.
Still failed in both cutscenes and just normal character walking between bar/equipment room/ship dealer, etc… So I tried to apply a 60% opacity to Trent’s eyes, hoping the glow might shine through, but still nothing…
Can this method be done to the .dfm? or do I need to do it through the .thn’s using .ale references? Is it possible to place a hardpoint or “mount” a light in the head’s skull that would illuminate the desired color I’m looking for and shine through the, now, semi-transparent eyeballs? Also willing to try any other ideas to accomplish this feat other than manually editting .ale’s and .thn’s in notepad…