Hi PJ,
I found some notes that were saved a couple of years back. IIRC the joy was in finding the correct part. Usually the drops have a very short mat list below the part number call up.
Once you find it this does work nicely. :ernae:
Reply From bearcat241 (method to remove bombs/drop tanks also no ground shadows.)
That's right MDK...here's a sample of what a new transparent material would look like in scasm, added to the MaterialsList:
0.0000000000 0.0000000000 0.0000000000 0.0000000000 0.0000000000 0.0000000000 0.0000000000 0.0000000000 0.0000000000 0.0000000000 0.0000000000 0.0000000000 0.0000000000 0.0000000000 0.0000000000 0.0000000000 0.0000000000
;0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
You would next locate the part and its SetMaterial( XX XX ). Using (11 5) for example in the SetMaterial parenthesis, you change the materialslist number 11 to the sequential, zero-based number of the new material, say 27, counting down the order of the list to its new position at the bottom. You change the texture bmp number--again, zero-based--to -1 to disable the usage of any bmp here at all. So the final would be (27 -1).
Dave