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Caping Units

Posted: Sun Apr 22, 2007 12:01 am
by SBF_Dann_Boeing
How do I give a unit Dooku's Cape?

RE: Caping Units

Posted: Sun Apr 22, 2007 12:20 am
by BF2-Master
Take the cape's msh files from BF1 assets and put them in your msh folder, then copy this line:
AnimatedAddon = "CAPE"
GeometryAddon = "cis_inf_countdooku_cape"
AddonAttachJoint = "bone_ribcage"
GeometryScale = "0.95"
And edit the cape in Dooku's texture file to your liking.

RE: Caping Units

Posted: Sun Apr 22, 2007 1:23 pm
by SBF_Dann_Boeing
thx

RE: Caping Units

Posted: Sun Apr 22, 2007 2:36 pm
by phazon_elite
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.

- EP-000782

Posted: Sun Apr 22, 2007 2:41 pm
by ARC_Commander
Could one do this with the ARC trooper skirt on a clone?

RE: Caping Units

Posted: Sun Apr 22, 2007 2:42 pm
by Darth_Z13
In case you were wondering...
Image

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

Posted: Sun Apr 22, 2007 3:36 pm
by Syth
no, the arc troopers cape is part of the model. this can only be done with BFI capes (unless someone makes a new model).

Posted: Sun Apr 22, 2007 4:19 pm
by ARC_Commander
There is an ARC trooper in the BF1 assets, is there not?

Posted: Sun Apr 22, 2007 8:36 pm
by Penguin
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