In Milkshape use a (dummy) BMP file when exporting to Genesis bdy. When you have built the actor file you can replace the BMP with your TGA texture using the tga2gebmp tool in the tools folder.
QuestOfDreams wrote:In Milkshape use a (dummy) BMP file when exporting to Genesis bdy. When you have built the actor file you can replace the BMP with your TGA texture using the tga2gebmp tool in the tools folder.
Thank you very much . But I have a little problem. In the game the tree is something strange , and flashes .
You have to find a way or a utility inside the modeler that shows you where any polygon intersections are,so you can edit the polygons not to touch each other.
You have to keep a tiny distance between the polygons.
The less leaves sheets you add the easier is to keep them from intersecting.
You also can duplicate and invert the normals of the sheets to make them double sided,otherwise their back side will be completely transparent.
Doing so helps keeping the polycount down and rendering to be fast,because if you add as staticmesh that is backfaced the trunks and all branches will also be double sided while that is not needed (if the trunk and tree is all in one actor).