You open the unit file (lets say SUGrinderVehicle_SKN.w3x) with a text editor and search for "shader".
Then you might find something like that:
Code:
<FXShader ShaderName="ObjectsSoviet.fx" TechniqueIndex="0">
<Constants>
<Texture Name="DiffuseTexture">
<Value>SUGrinderVehicle</Value>
</Texture>
<Texture Name="NormalMap">
<Value>SUGrinderVehicle_NRM</Value>
</Texture>
<Texture Name="SpecMap">
<Value>SUGrinderVehicle_SPM</Value>
</Texture>
<Float Name="EnvMult">
<Value>1.000000</Value>
</Float>
<Bool Name="AlphaTestEnable">
<Value>false</Value>
</Bool>
</Constants>
</FXShader>
The shader basicly tell the game what textures to use and how to apply them. Since ObjectsSoviet.fx doenst exist in TW, you need to replace it (and its settings) with one from TW, like ObjectsNOD.fx:
Code:
<FXShader ShaderName="ObjectsNOD.fx" TechniqueIndex="0">
<Constants>
<Texture Name="DiffuseTexture">
<Value>SUGrinderVehicle</Value>
</Texture>
<Texture Name="NormalMap">
<Value>SUGrinderVehicle_NRM</Value>
</Texture>
<Texture Name="SpecMap">
<Value>SUGrinderVehicle_SPM</Value>
</Texture>
<Texture Name="ScrollingMaskTexture">
<Value>scrolltest</Value>
</Texture>
<Float Name="TexCoordTransform_0">
<Value>1.000000</Value>
<Value>1.000000</Value>
<Value>0.000000</Value>
<Value>0.000000</Value>
</Float>
<Float Name="EnvMult">
<Value>1.000000</Value>
</Float>
<Bool Name="AlphaTestEnable">
<Value>false</Value>
</Bool>
</Constants>
</FXShader>
Just save it and you should be done. Just open the model in the TW w3x viewer - if it is shown, it means the shader works. If it is invisible, then theres some kind of problem.
Note: Depending on the number of meshs/subobjects, a model might have more than one shader entry.