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Old 03-08-10, 11:21 AM   #1
Tomi_099
The Old Man
 
Join Date: May 2007
Location: München / Germany
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Quote:
Originally Posted by Dowly View Post
Heretic, test if you can add the captain's beard to the other crew members. It's listed as bodypart (IIRC) object1_Beard_cap04.
--------------------------
Question ??

I would like to do it right Big winter jackets and gloves on their hands on Coning Tower ..!! or same
sailors working in the engine room with Kali / Box in the diesel Smoke.
So I have to build jackets and body and import these into the directories.
To move it to the script or i build a animation, the Key-Frame animation Is this a better solution ?
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Old 03-08-10, 12:50 PM   #2
Heretic
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Join Date: Mar 2005
Location: Nebraska
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Quote:
Originally Posted by Tomi_099 View Post
--------------------------
Question ??

I would like to do it right Big winter jackets and gloves on their hands on Coning Tower ..!! or same
sailors working in the engine room with Kali / Box in the diesel Smoke.
So I have to build jackets and body and import these into the directories.
To move it to the script or i build a animation, the Key-Frame animation Is this a better solution ?
All of the body parts are in the GR2 file in the character folder. They can be added to a crewman either in the editor or in a script using the Wp:SetBodyPartVisibility() function. I noticed using the Granny Viewer there is a torso mesh with a coat with gloves. I haven't looked at it in game so I don't know if it's rain gear or something used by a workman in the bunker - a welder maybe.

I assume any new models need to be added to that GR2 file and then they're accessable in the normal way.
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