He doesn't know everything. That's what's buggin me about Treebeard, his ridiculous arrogance.
Anyway, to answer your question.
I'm assuming you've gotten it to open in GMAX and all the animations and stuff stay. (Can't help you there. I couldn't get Blender to work well. I'm going to try again some other time)
First, pick a host model. AOM modding requires host models to import the frame rate, number of frames, attachments, textures, and stuff from. Pick one with a suitable number of frames.
Convert it to 3ds with AOMed.
Import it into GMAX.
Run import.ms/brg_import.ms/whatever it's also called (you'll have to download it if you don't have it)
Rename the resulting model.
Now, import your new model and don't replace the existing scene.
Make sure your model is name Animated.
Give it a UV Unwrap modifier if it doesn't already have one.
Apply the host model's texture to it.
Find the polys you want to have player color and give them a material ID of 2.
The ones with transparency get a Material ID of 1.
If you don't need transparency (alpha[0] textures), it doesn't matter what you set them to as long as it's 1 or 2.Run export.ms.
Press F11 to open the Maxscript Listener. Move the cursor to the top.
Run the GMAX Exporter program. Enter a name for the 3dx. Hit Export.
Convert that .3dx with AOMed. When asked for a host model, choose the brg of the original model.
OPTIONAL: Then, open the brg with a hex editor, at the bottom, change the texture name to what you want the texture to be. Be sure not to change the number of character in the name of the texture.
Dnas
Wildfire games 0 A. D. texture artist.
Rest In Peace, Flipbizcut (1979-2005)
[This message may have been edited by Dnas (edited 49-92-4096 @ 42:93 PM).]
[This message has been edited by Dnas (edited 11-03-2004 @ 03:49 PM).]