Hexed Cape Textures [Solved]
Posted: Wed Sep 17, 2014 3:15 pm
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:

Then I updated rep_inf_ep3armoredpilot.msh to reference the new tga:
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:
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?
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:
Then I updated rep_inf_ep3armoredpilot.msh to reference the new tga:
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Hidden/Spoiler: