ivan72089 0 Report post Posted February 5, 2019 (edited) Hello there, im quite a beginner at PKO development and I had a simple question. I recolored the kylin armor and added it in texture/character, modified iteminfo.txt and compiled it accordingly. For some reason if I do not replace it with the actual kylin model the armor appears to be invisible, what am I missing in this to be able to create a new item with a new model with its own color. In the first picture I replace the modified/recolored version with the current kylin model file, and in the second one I try to create it with it's own model id in texture/character Pure Kylin Armor tox_001 10110002 0000670092 0001670002 0002670002 0003970002 0 00 22 10 0 0 0 1 1 1 1 1 1 1 20 -1 10 -1 0 99 2 -1 0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 120,120 120,120 120,120 120,120 120,120 0,0 0,0 0,0 0,0 0,0 250,250 10000,10000 0,0 0,0 0,0 0,0 0,0 100,100 0,0 0,0 0,0 30,30 0 7000,7000 20000,20000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Equipping complete set: Grant user a chance to ignore target's defense and drain HP based on damage dealt "tox_001" is the .tga file in texture/icon Kylin e0106 10110002 0000100002 0001100002 0 0 0 00 22 10 0 0 0 1 0 1 0 1 1 1 8000 1 60 9 0 0 2 -1 0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 5,5 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 53,58 120,120 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 26,28 0 3000,3000 10000,10000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Cannot be traded or dropped The model id in the normal kylin is e0106, if I replace it, everything works, if I try to create a new .tga file such as "tox_001" it does not work and shows me invisible armor. It seems like it is recognizing the icon but not the .bmp file that I insert in texture/character :/ Edited February 5, 2019 by ivan72089 Quote Share this post Link to post Share on other sites
ivan72089 0 Report post Posted February 5, 2019 (edited) I finally found out how to insert a new model, but now I am struggling with setting up the texture correctly for in-game looks. Any suggestions? Im currently using blender for the .obj file. That is how it looks ingame .... PKO Model Viewer shows it perfect. Edited February 6, 2019 by ivan72089 Quote Share this post Link to post Share on other sites
wolfenx 106 Report post Posted February 6, 2019 inverse texture Quote Discord:Wolfen#1498 https://www.patreon.com/ReTop Share this post Link to post Share on other sites
ivan72089 0 Report post Posted February 6, 2019 Any quick solutions on how to arrange this inverse texture to be fine? Quote Share this post Link to post Share on other sites
wolfenx 106 Report post Posted February 6, 2019 yes edit mindpower3d.dll to read inverse texture or create plugin in blender to export model whit inverse texture Quote Discord:Wolfen#1498 https://www.patreon.com/ReTop Share this post Link to post Share on other sites
ivan72089 0 Report post Posted February 6, 2019 I don't quite grasp the concept of the texture itself being inversed yet, I will not be able to do that until I understand it, thanks for the guidance anyways! Quote Share this post Link to post Share on other sites
ivan72089 0 Report post Posted February 6, 2019 I figured out how to make it look good in-game but I can not get to make it look good in both character selection and ingame at the same time.... Any recommendations on what should I do? Quote Share this post Link to post Share on other sites