Yeah, I finally solved my problem! The textures have transparency now, but it was quite a hassle. Because it might be of some use to others, I will try to explain what I did to get it to work. [img]/images/graemlins/grin.gif[/img]
I exported the model from Milkshape to UT's Skeletal format (.psk), so I didn't have to animate the model myself and could use the animations included in the Advanced Models Support add-on. However, UnrealFX can only import and export UT's _d.3d format, so I couldn't use that tool to change the face flags, and Milkshape has no support for it at all. I searched the web for other tools to do the job, but they all needed Windows 2000 or Windows XP and I'm still using Windows ME.
Anyway, I did find the following workaround:
Because the model was imported with Advanced Model Support, I could add the following piece of code to my Skin info file:
<font class="small">Code:</font><hr /><pre>static function SetFX(actor SkinActor,Class<GenericPlayer> PlayerClass)
{
Super.SetFX(SkinActor,PlayerClass);
SkinActor.Style = STY_Masked;
}
static function UnsetSkin(actor SkinActor,Class<GenericPlayer> PlayerClass)
{
Super.UnsetSkin(SkinActor,PlayerClass);
SkinActor.Style = STY_Normal; //reset to default
}
</pre><hr />
With this script the in game model had transparency, eventhough I wasn't able to set the face flags in the .psk file itself. However, the script didn't work in the player selection menu. I could solve this issue by using a separate selection mesh in _d.3d format (exported from Milkshape) in combination with UnrealFX.
It's not a pretty solution though, because it's not recommended to change display attributes with a script and I'm not sure if Valhalla Avatar supports it.
Passivity is just another state of activity.