Model problem, using more than 1 caped model (SOLVED)

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vampire_lord
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Model problem, using more than 1 caped model (SOLVED)

Post by vampire_lord »

This might be a recurrent problem but the search function is too vague sometimes, this is the problem, I am making a lot of variants using the Clone Commander (Galactic Marine) model, and Devis clone officer model as well; just know I hex edited the new textures for the snow trooper in the marine model and renamed it (sno_inf_clonecommander.msh) to avoid any conflict.

But the cape doesn't show up, the first time around I just hex edited textures on the MSH, and the chracter had Devis Officer's cape texture clearly having some conflicts, I tried replacing all instances of REP in the MSH with SNO, but this time there is no cape at all, the ODFs are correct as far as I can tell, is there anything I am missing?

Unit ODF

Code: Select all

[GameObjectClass]
ClassParent         = "vrep_inf_default_rifleman"
[Properties]
GeometryName        = "sno_inf_clonecommander"
GeometryLowRes      = "sno_inf_clonecommander_low1"
FirstPerson         = "REP\reptroop;rep_1st_trooper"
ClothODF			= "vrep_inf_snowclone_cape"
Cloth ODF

Code: Select all

[GameObjectClass]       
ClassLabel          = "cloth"
[Properties]
attachedmesh	= "sno_inf_clonecommander"
I hope someone can help me figure out...
Last edited by vampire_lord on Thu Jan 28, 2010 4:55 am, edited 2 times in total.
MandeRek
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Re: Model problem, adding capes

Post by MandeRek »

The clothodf name must be exactly the same as the cape chunk, so rep_inf_clonecommander_cape (I guess)

And you can rename it ofcourse, keeping the same amount of digits it the easiest way. So check the MODL name of the cape you've hexed in ;)
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vampire_lord
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Re: Model problem, adding capes

Post by vampire_lord »

Thanks, it worked, the model chunk was already there, and I renamed it since it was conflicting with Devis's model, but now even while hex-renamed it works, these kind of things are small details one tends to forget or never check...
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