Oh, yes of course. That player color thing requres that you do a rather simple reassignment of texture flags in Gmax. Load the model like you usually would, then select it and add an "edit mesh" modifier (pretty sure that is necessary). Go to select faces, and go all the way down the edit mesh menu. At the bottom there is a box for "Texture ID." Check the properties fo the multitexture that is assigned to the model; there are two or three copies of the the same map. If I remember correctly, one is for pure color that is on the texture, another for player color, and another for transparency. They are numbered. Select the faces on the mesh that you want to be for player color, and change the texture ID to the number in the multi-texture that is associated with player color. Then, save, export etc. like you would any other model.
Same thing for transparency.
My 2 cents: Transparency on the Phoenix model is done with a DDT with no alpha channel; instead, the amount of black in the texture is rendered for variable transparency.
And lets not forget editing PRTs with a hex editor.
Practice safe foruming by not posting tired.
On my todo list of mods (meaning stuff I really want to do but can't get around to yet):
Editor Modpack of some sort
Project Excelsior
Always keep in mind, all my posts are a stream of consciousness, so don't take anything I say too literally.[This message has been edited by Lord Zorinthrox (edited 05-17-2005 @ 04:09 PM).]