First .:
 cm_baremetal in Head Models is that possible?
 
 at the moment everything gets invisible/glaslike when i use the alpha channel.
 But i need cm_baremetal or the effect of the armors with shining areas when light hits em.
 
 I found out only with KT-> hex view that at the end of the files the cm_baremetal , envmapenviroment or clamp 3 and so is added but when extractet not.
 
 I tried to add at the end of the tga file cm_baremetal with hex editor but it looked like a failure :-/
 
 Second.:
 
 Well i made new texture for verpine headband, and it works with simple copy it to override folder.
 But i want this texture just for one special VPHeadband.
 
 I played around with modelvarition in the uti file and changed to 20, also i copied mask11.mdl mask11.mdx file to ovveride and renamed to mask20.mdl/mdx 
 Next i edited the new "20" .mdl file and replaced the texture entries to my the name of my own texture. The .mdx i found nothing really readable there to hex edit...
 
 All i got was a buggy unuseable granade :confused: 
 
 Third.:
 Is there a way to use Gender.3da as Param so u restrict an armor to male or female ?
 
 I edited much around with baseitem.2da, baseitemprop and so on , but nothing worked. But i also got no errors on the other hand when i defined a new property in the baseitem, baseitemdef files. It looked like there i need a script or so, because it seemed that the programm simple ignored the new entries. I think that because i got no errors either or buggy items or whatever.
 
 
 I hope one or two of the more expierenced KotoR modders can help me special with First and Second Question :)
  
 
  
  
    To help the MoDs keep forum clean ;)
  Question Second is discussed in the link below, my browser was buggy and not showed me my other thread.(have very poor connection to these forums :( )  
http://www.lucasforums.com/showthread.php?s=&threadid=128886)