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    Creating late war SS uniform

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    KurtTank
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    Creating late war SS uniform

    Post by KurtTank on Mon Mar 20, 2017 5:05 pm



    I would like to create a late war SS regular infantry uniform using the Scout uniform and a new chamo helmet, not the chamo cap as it is now. I created a chamo SS helmet in textures, and added it as a test to an infantryman in hum_cfg, but the helmet did not show up in the ME.








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    lockie
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    Re: Creating late war SS uniform

    Post by lockie on Mon Mar 20, 2017 6:16 pm

    KurtTank wrote:
    I would like to create a late war SS regular infantry uniform and a new chamo helmet, but the helmet did not show up in the ME.
    That's a very interesting question Cool
    Did u create the new model of helmet with a texture that u may see it in ME, like this?
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    Re: Creating late war SS uniform

    Post by KurtTank on Tue Mar 21, 2017 1:17 am

    lockie wrote:That's a very interesting question Cool
    Did u create the new model of helmet with a texture that u may see it in ME, like this?

    Hmm, how do I do that? I created the texture file, but I don't know how to do the .go file........ :O:
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    Re: Creating late war SS uniform

    Post by lockie on Tue Mar 21, 2017 7:45 am

    KurtTank wrote:
    Hmm, how do I do that? I created the texture file, but I don't know how to do the .go file........ :O:
    There are three ways:
    1. Best and long - get a skill of 3D moddeling, then create a 3D helmet model and port it into the game
    2. Simple and quick - make a copy of the current helmet, then apply a new texture.
    2.a. Let's take the helmet:
    \data\k42\loc_rus\go\handweap\ghelmeta.go
    2.b. Make a copy and rename on ghelmet_01_kurt
    2.c. Write down a new entry int he matlib.engcfg
    data\k42\loc_rus\configmatlib.engcfg
    Code:
    GHELMETC()
     {
     shader = editor;
     textures = ghelmetc, ghelmetc_bump;
     parent = EQUIP;
     diffuse = 1, 1, 1, 1;
     ambient = 0.12549, 0.12549, 0.12549, 1;
     emissive = 0, 0, 0, 0;
     specular = 0, 0, 0, 1;
     power = 0;
     detail_tscale = 8;
     detail_scale = 1;
     bump_scale = 0;
     fresnel = 0;
     }// end of GHELMETC
    2.d. assign the new texture to ther new 3D helmet

    3. And finally we've the hardest way! Use already prepared helmet with a camo texture   present friends
    Helmet
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    KurtTank
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    Re: Creating late war SS uniform

    Post by KurtTank on Tue Mar 21, 2017 2:24 pm

    lockie wrote:
    There are three ways:
    1. Best and long - get a skill of 3D moddeling, then create a 3D helmet model and port it into the game
    2. Simple and quick - make a copy of the current helmet, then apply a new texture.
    2.a. Let's take the helmet:
    \data\k42\loc_rus\go\handweap\ghelmeta.go
    2.b. Make a copy and rename on ghelmet_01_kurt
    2.c. Write down a new entry int he matlib.engcfg
    data\k42\loc_rus\configmatlib.engcfg
    Code:
    GHELMETC()
     {
     shader = editor;
     textures = ghelmetc, ghelmetc_bump;
     parent = EQUIP;
     diffuse = 1, 1, 1, 1;
     ambient = 0.12549, 0.12549, 0.12549, 1;
     emissive = 0, 0, 0, 0;
     specular = 0, 0, 0, 1;
     power = 0;
     detail_tscale = 8;
     detail_scale = 1;
     bump_scale = 0;
     fresnel = 0;
     }// end of GHELMETC
    2.d. assign the new texture to ther new 3D helmet

    3. And finally we've the hardest way! Use already prepared helmet with a camo texture   present friends
    Helmet

    Thanks, that is the simplest, but it's nice to know how! viking

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    KurtTank
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    Re: Creating late war SS uniform

    Post by KurtTank on Thu Mar 23, 2017 4:41 pm



    Okay, there is a listing in common_res for the new item that must be added. In the addins section:

    Add to the block addins()
    G_HELMETC,ghelmetc,;

    Thanks, Lockie!

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    KurtTank
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    Re: Creating late war SS uniform

    Post by KurtTank on Fri Mar 24, 2017 1:53 am






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