![]() So far we have removed the head of the model karl franz and replaced it, but in a. wsmodel combined with my material files, can create units that are completely unique. Which is cool but you can already do this using the vanilla files, or a Rigid_v2 file. But we are replacing it, so in the variant mesh definition add a head from another unit, here is a character Ive already made as an example.Īudio_entity_type:wh_human_male_LH audio_armour_type:plate audio_actor_id:actor_16Īs you can see I added 2 extra models together to make a new head, looks like this Referencing it in the "emp_karl_franz_head_01_" and "emp_karl_franz_head_01_" files like so. Import you new diffuse.dds file back into your mod. Now save it as whatever your heart desires, ideally not the same as karl_franz vanilla.unless you are editing karl franz to have no head. Looks like this - then go ahead and delete everything in there looks like this. Its pretty simple, using my material files that I left a link to earlier, or some people may want to use vanilla files, if you do, pick ones that use Alpha_on as this is what enables us to delete body parts, if you are using one that says Alpha_off then you cannot remove body parts.hence why I made a material file that does both.Īnyway using my material file, you want to open up karl franz head diffuse file in GIMP To start I will be showing you something simple and what I imagine most modders know how to do using Rigid model v2 files. We are going to delete Karl franz head an replace with a different one. wsmodels, they enable us to do some really cool things. wsmodel file and why we use them carry on reading ) ![]() ![]() you are done! Whoooo! good for you guys.įor those interested in the possibilities of a. wsmodel file and not edit glows or delete parts etc. Great! If all you wanted to do was create a. Then go to variant mesh definitions\ "emp_ch_karl.variantmeshdefinition" and paste in your new. Now you have that, all you need to do is reference your material files in your. (I will show you later why you will want to be using my material files) You will find that by using my custom material files the diffuse does not get seen and your colors may look a little off, so simply darken your specular. dds file you have created reference them here, as I have done in the picture above.ĭo this for all the material files. VariantMeshes/wh_variantmodels/hu1/emp/emp_karl_franz/tex/emp_karl_franz_body_01_diffuse.ddsĪnd do this for gloss map,normal,specular and mask dds files.īut if you are wanting to use your own. wsmodel file! But there is still some work to be done in the material files which I will now show you. I know to put 2 parts as we opened the file in Unwrap 3D.Īwesome! now we have a. VariantMeshes/wh_variantmodels/hu1/emp/emp_karl_franz/materials/emp_karl_franz_body_01_Īs you can see I have my "lod" indexes 0-3, always do 4 lods and then I have referenced "part index" 0 and 1 the head being part index 1 and the body being part index 0. VariantMeshes/wh_variantmodels/hu1/emp/emp_karl_franz/materials/emp_karl_franz_body_01_ VariantMeshes/wh_variantmodels/hu1/emp/emp_karl_franz/materials/emp_karl_franz_head_01_ ![]() ![]() Variantmeshes/wh_variantmodels/hu1/emp/emp_karl_franz/theodric_karl_franz.rigid_model_v2 ![]()
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