<!--QuoteBegin--DocterJ+Sep 25 2003, 09:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DocterJ @ Sep 25 2003, 09:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> im not sure if this would work, but if you go in HLMV select wireframe and save the model and put it in game, it might result in wireframe aliens.
If that doesnt work, it would take work. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> nope wouldnt work. need to use a uv mapper, save the map, then load that up on the model with additive transparency. i could do it really quick if you want, but it wont be the type of wireframe you might think
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 424Members, NS1 Playtester, Contributor
Note that this method will result in some "dirtiness" to the models, as there are quite a few overlaps in the UV map (e.g. the skulk's four claws all share the same map, but have differing geometry). But as a quick hack, it works pretty well. For added sexiness, double and invert the mesh, so you get the wireframe view both inside and outside.
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If that doesnt work, it would take work.
If that doesnt work, it would take work. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
nope wouldnt work. need to use a uv mapper, save the map, then load that up on the model with additive transparency. i could do it really quick if you want, but it wont be the type of wireframe you might think