Turfster wrote:
Uh, the textures include alpha yes (standard 32 bit RGBA, after all).
It would surprise me if Maya didn't support textures with transparency out of the box, but then I've never used it. Maybe you have to explicitly set the fact that it's a transparent texture somewhere in the texture options?
I guess I *could* add an option to export the alpha info to a new file, but I don't see how that would help much. Alternatively, you can view just the alpha layer in photoshop, select all, copy this info to a new canvas and save it to get your alpha info separately (I'd rather you test it first before I start adding options nobody really needs, if it's the same to you)
Well actually, see the actual problem is that I do not see ANY alpha channel in the transparent type textures. I wonder if it is cause I have Photoshop 7. The files are just a transparent texture, single layer (which Maya doesn't support that way, it needs an alpha channel). I go into the channels box of PS and only the RGB colour files are in there, but no alpha mask. Nope, I do not have to make a seperate FILE for the alpha mask, but I do have to include an alpha WITHEN that file. Which is simply done by selecting the texture and making it into an alpha channel.
So anyhow, don't worry about it. I have the work around. And besides, I'm gonna be creating all new sharper textures for the characters (although I still have yet to see it working for myself), so I don't really need to worry about the current ones. Just to use them as a reference really.
Now then, I looked through some of the .dar files in the D/demo folders (in stage) once again, and I can tell for SURE that .EVX is some model files and will be very handy to get hold of (I know I want it). But, much to Turfster's dismay, I think these files
may have something to do with animation.
I have included a few files as an example, and files I want access to.
These were found in the cache.dar of stage > d010p01. These are Pliskin with his balaclava mask on, without it on, and with the hands on ('add hands'). Now, I don't understand why these are seperate files and not .KMY models, but it could be because animations are ALWAYS associated with these .EVX files? Whether it is facial expressions or hands animations, or the fact that they add these pieces on seperately especially for cutscenes - I dunno. But interesting to note is also if you look in the FACE folders for the codec. See any KMY models there? Hardly anything. You see information for Snake, Otacon, Raiden etc, and they are of .EVX Maybe because these are not full models but head and shoulders (I assume because of the colonel model in The Document), which also have a face set up for animation.
Anyhow the POINT is, if Turfster, Lionheart, Mr Mouse or anyone else for that matter could please look into the .evx models and make them usable in 3D software, that would be GREAT! But there is no rush ofcourse. Just at your convenience. I hope the attachment helps too.
I also don't know what .cvy and some of those other files are. But we may not really need them either.
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