Auto Turret Skin [Solved]
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AQT
- Gametoast Staff

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Auto Turret Skin [Solved]
Has anybody been able to reskin the auto turret without munging the Common side? The skin just won't show up for me. What I did was copied the .msh/.tga/.option files from the data_***\sides\Common\msh folder to my side's msh folder. I did some .odf (no relation to parent class) editing and munged. In-game the model was there but the skin wasn't. Renaming the model (hex edited) and the .tga had the same results. Using the model found in the data_***\Common\mshs folder (saving it of course so it munges) also had the same result. Putting the new skin in the data_***\Common\mshs folder didn't do it either. Any help?
- Xterminator
- Private Second Class
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Re: Auto Turret Skin
Don't turrets have there own side called tur?
Not sure but my guess is you edit that.
Not sure but my guess is you edit that.
- DarthD.U.C.K.
- Master of the Force

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Re: Auto Turret Skin
the deployable autoturret not
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FragMe!
- Gametoast Staff

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Re: Auto Turret Skin
Try copying the parent class odf files to your side folder as well, rename the odfs to something other than the defaults. Make sure to make those name changes in the child odfs as well. Hex edit the msh file with your new texture name (believe you did that) remunge and see if that does anything for you.
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AQT
- Gametoast Staff

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Re: Auto Turret Skin
Nevermind, I've figured it out. What you have to do is reference the texture's name in your side's .req file and it will show up. Thanks for the help though, FragMe!. 
