Kexikus 995 Posted August 31, 2015 I've run into a little problem. For something I'm working on I made a new baseitem that uses the clothing model but has the Max Dexterity bonus of 8, just like Jedi Master Robes. Since the items I'm making from this are only wearable by one character and are supposed to use this characters clothing model I don't have to worry about different looks for different characters. Then I made the texture and decided that I wanted to add some reflectivity to it, so I made the parts I want to be reflective transparent in the alpha channel and created a .txi file of the same name as the texture that says: envmaptexture mycube Then I put everything into the Override and equipped the new robe. The problem is that the reflections don't work, the model is transparent instead. I tried other cubemaps like CM_baremetal, but that didn't work either. I even tried and changed Juhanis envmap to mycube in appearance.2da but that didn't do anything either. So I just have no clue what else I could try. If you have any ideas please let me know Quote Share this post Link to post Share on other sites
LiliArch 115 Posted September 1, 2015 I have heard that you should be able to set a different cubemap for every colour variant, but I haven't had that to work, either. So, you could try taking the 1st colour variant of the clothing (it needs to be the texture that is set in the model, for example "PMBI01") and give the .txi with the "envmapbexture mycube" to it. 1 Quote Share this post Link to post Share on other sites
Kexikus 995 Posted September 1, 2015 I have heard that you should be able to set a different cubemap for every colour variant, but I haven't had that to work, either. So, you could try taking the 1st colour variant of the clothing (it needs to be the texture that is set in the model, for example "PMBI01") and give the .txi with the "envmapbexture mycube" to it. Worked like a charm, thank you Quote Share this post Link to post Share on other sites