Caping Units
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- SBF_Dann_Boeing
- Groove Walrus

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Caping Units
How do I give a unit Dooku's Cape?
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BF2-Master
- Captain

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RE: Caping Units
Take the cape's msh files from BF1 assets and put them in your msh folder, then copy this line:
And edit the cape in Dooku's texture file to your liking.AnimatedAddon = "CAPE"
GeometryAddon = "cis_inf_countdooku_cape"
AddonAttachJoint = "bone_ribcage"
GeometryScale = "0.95"
- SBF_Dann_Boeing
- Groove Walrus

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RE: Caping Units
thx
- phazon_elite
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RE: Caping Units
Wait, you don't need the GeometryScale there, BF2-Master. I added that when I talked to you about it because you scaled it in the option file, too.
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ARC_Commander
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Darth_Z13
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RE: Caping Units
In case you were wondering...

That's what you need to edit in Dooku's .TGA file to change the cape texture.

That's what you need to edit in Dooku's .TGA file to change the cape texture.
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Syth
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ARC_Commander
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Penguin
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is there a seperate kamma msh in the BF1 assets? no.
You need a seperate msh with just the cloak or kamma, the kamma is appart of the unit model, so unless you want to attach another model on to the person, then lol.
PS: woah, just thought of something >.< I've been trying to make new player models with jetpacks, but i get stuck((well, bored)) when i have to weight the model, i could just make a separate jetpack and add it on lol
You need a seperate msh with just the cloak or kamma, the kamma is appart of the unit model, so unless you want to attach another model on to the person, then lol.
PS: woah, just thought of something >.< I've been trying to make new player models with jetpacks, but i get stuck((well, bored)) when i have to weight the model, i could just make a separate jetpack and add it on lol
