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I want to pay: can you write a 010 editor M2 template user manual, to learn the role of each script information, please contact me: forum message or email 276808318@qq.com Or wulatoshajoel29980@gmail.com

Thank you very much!


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@ Alastor Strix'EfuartusKind Lord, can you give me a sub description? I don't know what effect it is when I open the exquisite settings in the script. I want to change the map of the model, but I can't do it~~~~


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@jy02339377Tbh I have no idea what are you talking about description of what ? everything in  my template are functions from C or 010 Editor which is all documented (use F1) as for latter part "settings in the script" ??? there is no script distributed here this is only a template not a script "map of the model" also have no idea what does that mean 


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In the template, I can't understand the model data governed by each parameter. For example, if I want to change the color of model particles or increase the number of maps in the sequence of map sequence playback and speed up the sequence map playback, which parameter should be modified?

For example, there is a model:     Fixated_state.M2,This model has several maps, which are played sequentially in the game, similar to a sequence

 

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On 8/8/2022 at 4:17 AM, jy02339377 said:

In the template, I can't understand the model data governed by each parameter. For example, if I want to change the color of model particles or increase the number of maps in the sequence of map sequence playback and speed up the sequence map playback, which parameter should be modified?

For example, there is a model:     Fixated_state.M2,This model has several maps, which are played sequentially in the game, similar to a sequence

I have no idea what you mean by "maps" the only "maps" that M2 has a UVMaps used to determine vertices position on UVMap which is then assigned a texture which is projected on model geometry based on the UVMap and this also animated

besides that if you want to change color of particles just go to color block of a said particle block its set there in RGB or DBC defined in ParticleColor.dbc


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Infinite thanks for this.
With the new version it is much easier to edit and track bitmask flags without having to alt-tab to reference material every time.


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