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Old 09-30-09, 04:39 PM   #2
DarkFish
Sea Lord
 
Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
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Character models are in Data\Library\Characters\MARINE.dat

Data\UPCData\UPCCrewData\CrewMembers3D.upc determines which torso/face/legs/hat etc. a certain crewmember uses.
you'll find entries like:
Code:
[CrewMember3D 1]
ID=ClothingLowerRanks
NameDisplayable= Seaman Clothing

[.....]

;*************
; Normal
;*************
CrewMemberBodyPart1= Normal, Headgear, sapca_m#Head, 1, NULL
CrewMemberBodyPart2= Normal, Headgear, NULL, 1, NULL

[.....]
CrewMemberBodyPart1=
Normal, weather type (normal, hot, wet, cold, dirty)
Headgear, type of bodypart (headgear, torso, legs)
sapca_m#Head, the actual 3d model in MARINE.dat, the "#" is replaced by a number equal to the value of the item specified next. e.g. #Head is replaced by the number of the head 3d model, so if the head used is "cap_m04" #Head will be replaced by "04" and the hat used will thus be "sapca_m04"
1, Randomweight. If multiple bodyparts of the same type are specified, the one with the highest randomweight will be most likely chosen.
NULL Texture to be used, e.g. "bust_md03.tga". I assume the textures specified in MARINE.dat are used if this has a NULL value.
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