You can put two models in the same place provided they are an exact replica. Simply place the two instances together and on one instance set the alpha up with
entityAlpha <entityNo>,0.5
If there is any discrepancy in the two models vertex co-ordinates you'll get horrible bleeding as they fight to appear infront of each other.
Failing that you can specify a secondary texture using
entityTexture <entityNo>,<texture>,0,1
where ,1 is the texture instance. Some old graphics cards do not support multi-texturing and some are limited in the number of textures per surface (GeForce MX = 2, GeForce GTS = 8).
I think Secondary textures share the same UV data by default, but you can probably edit that with Blitz command although i've never tried so don't know the process.
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