I am trying to get some ranks built on my own without the mesh files. I am trying to replicate this guy's ranks (our guild would use these as Lieutenant rank):
So to explain a bit of my method, I am practicing on a Lieutenant NPC. I imported the Colonel rank plaque as it has the proper width
(4 squares) across, and my thought process was I could split the texture file in half, one part textured and the other part alpha'ed, then knock off the alpha part with the shader, et voila there's the rank. Here is what our NPC looks like pre-shader:
A friend suggested I change the rank plaque's .sht file in the NAME chunk to either a_punchout or h_punchout to remove the white space, but instead both of these completely erase the plaque so all you can see are the two code cylinders.
Is my DDS not set up properly or do I need a different shader file?
So to explain a bit of my method, I am practicing on a Lieutenant NPC. I imported the Colonel rank plaque as it has the proper width
(4 squares) across, and my thought process was I could split the texture file in half, one part textured and the other part alpha'ed, then knock off the alpha part with the shader, et voila there's the rank. Here is what our NPC looks like pre-shader:
A friend suggested I change the rank plaque's .sht file in the NAME chunk to either a_punchout or h_punchout to remove the white space, but instead both of these completely erase the plaque so all you can see are the two code cylinders.
Is my DDS not set up properly or do I need a different shader file?