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Hexed Cape Textures [Solved]

Posted: Wed Sep 17, 2014 3:15 pm
by jedimoose32
Hi everyone,

I'm adding the Clone Commander cape to the Engineer, and the actual hex transplant went smoothly. The cape shows up in game and performs nicely. HOWEVER...

I wanted to change the texture of the cape for the Engineer (just the engineer, not the commander), so I copied the rep_inf_clonecommander_cape.tga and .option, renamed them both to rep_inf_cloneengineere_cape.tga and .option ("engineere" so the file name has the same number of characters as the original), and edited the tga so it looks how I want it to:
Image

Then I updated rep_inf_ep3armoredpilot.msh to reference the new tga:
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And just like that, my engineer had a pretty new cape... but so did the commander. Even though his .msh file looks exactly the same and references rep_inf_clonecommander_cape.tga:
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I'm really confused by this. The commander's file does not call for the engineer's cape texture anywhere. Is there some "common" file that links the two during the munge process?

Re: Hexed Cape Textures

Posted: Wed Sep 17, 2014 4:42 pm
by Maveritchell
Did you make sure to make a new cloth .odf for it too? That'll give you an issue if you didn't.

Re: Hexed Cape Textures

Posted: Wed Sep 17, 2014 4:49 pm
by jedimoose32
Mm, I apparently missed that step. I'll see if that works.

EDIT: Nope. Copied the cloth odf for the commander and renamed it to match the "engineere" name, and edited the mesh reference inside it:

Code: Select all

attachedmesh	= "rep_inf_ep3armoredpilot"
And changed the reference inside the msh file to look like this:
Image

Now the commander's cape is back to normal but the engineer has no cape.

Re: Hexed Cape Textures

Posted: Wed Sep 17, 2014 5:07 pm
by Maveritchell
...and did you assign the ClothODF in the base unit .odf?

Re: Hexed Cape Textures

Posted: Wed Sep 17, 2014 5:10 pm
by jedimoose32
Maveritchell wrote:...and did you assign the ClothODF in the base unit .odf?
Nope. Somehow I missed that. Thank you!