Caping Units

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SBF_Dann_Boeing
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Caping Units

Post by SBF_Dann_Boeing »

How do I give a unit Dooku's Cape?
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RE: Caping Units

Post 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.
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RE: Caping Units

Post by SBF_Dann_Boeing »

thx
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RE: Caping Units

Post 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.

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Post by ARC_Commander »

Could one do this with the ARC trooper skirt on a clone?
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RE: Caping Units

Post 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. ;)
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Post 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).
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Post by ARC_Commander »

There is an ARC trooper in the BF1 assets, is there not?
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Post 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
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