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WOW! really nice job. was it hard to do? Do all your team members look exactly the same in SP or do they retain their different faces?

the only thing I might change is that the shiny parts look a little plastic. Don't know if you can really do much about it, it's quite subtle in this case.

care to release the files to make this a mod?

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well, i want to touch up the patch first and align it better. you also get the same face of the rebels :( , but i can live with that. it looks cool to see the team wearing bdu's and not all the future warrior stuff. also, i don't know how to get rid of the plastic look :wall:

by the way, the reason i gave them unit patches is because in combat i smoked one of my guys because i thought he was an enemy fighter, so i added the patch to offset this.

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well, i want to touch up the patch first and align it better. you also get the same face of the rebels :( , but i can live with that. it looks cool to see the team wearing bdu's and not all the future warrior stuff. also, i don't know how to get rid of the plastic look :wall:

To get rid of the plastic effect, copy over the Alpha Channel from the original unmodified .DDS.

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by the way, the reason i gave them unit patches is because in combat i smoked one of my guys because i thought he was an enemy fighter, so i added the patch to offset this.

well, i want to touch up the patch first and align it better. you also get the same face of the rebels :( , but i can live with that. it looks cool to see the team wearing bdu's and not all the future warrior stuff. also, i don't know how to get rid of the plastic look :wall:

To get rid of the plastic effect, copy over the Alpha Channel from the original unmodified .DDS.

thanks :thumbsup:

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What code did you change to use the mexican uniforms?

you go into the data/units/beings folder and open up the u_teammates.xml. this file shows what each team member uses as it's model file. when you open it up, just look for these lines for each character:

<!-- BEASLEY -->

<unit type="being" name="teammate_beasley" slot="5">

<model file="/beings/ghost_lead/ghost_lead.xml"/>

you can see the model file and where it states what model this team member uses. you just open up the u_mex_guerilla.xml and the model file from the rifleman and it should look like this after you copy and paste:

<!-- BEASLEY -->

<unit type="being" name="teammate_beasley" slot="5">

<model file="/beings/mexican_army_rifleman/mexican_army_rifleman.xml"/>

and then your ghost operator will look like the rebel fighter, just like in my pic, but with the default skin :thumbsup:

Edited by bugkill
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What code did you change to use the mexican uniforms?

you go into the data/units/beings folder and open up the u_teammates.xml. this file shows what each team member uses as it's model file. when you open it up, just look for these lines for each character:

<!-- BEASLEY -->

<unit type="being" name="teammate_beasley" slot="5">

<model file="/beings/ghost_lead/ghost_lead.xml"/>

you can see the model file and where it states what model this team member uses. you just open up the u_mex_guerilla.xml and the model file from the rifleman and it should look like this after you copy and paste:

<!-- BEASLEY -->

<unit type="being" name="teammate_beasley" slot="5">

<model file="/beings/mexican_army_rifleman/mexican_army_rifleman.xml"/>

and then your ghost operator will look like the rebel fighter, just like in my pic, but with the default skin :thumbsup:

So let me ask this......basically it appears then that new 3D Max Chr's will be possible...then you point the XML at the new body model?

HACK

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