Also another question - is it possible to put a female in a backwards cap like the men's models can?
If anyone can help I would really appreciate it

miharu0607 wrote:Lol... I managed to open playerfemale01.x in max, but the only problem is that it's really hard to find something because of the viewportsBut I can deal with it easily.
Everything there is supposed to be save as x, so if I manage to create different mash, it should be on the same axis positions as the rest, right? And then via Qped exported into the game?
And what limit should be taken for polygons count? Because it it would be very detailed it may slow down game I guess?
Also there are hair5a, b, c files as well as tc (which seems to be boxes directing where the hair should be placed on body), let's say that I am gonna make new one, what name it should have?
And to those who think that it's easy - it's not.
manutoo wrote:miharu0607,
Hair6 = Hair n°6
a, b, c, etc... = for each possible hat
put your resulting .x file in : Data\Models (no need to put it in a .Pak).
You have to rig the new hair ; for short hair, it's easy, just assign 1 bone = the head ; for long hair, it's a bit harder, should also assign the neck & the upper spine.
For the viewport, you can set anything you want, it's not bound to the .x file.
Hopefully the importer/exporter will preserve everything needed, but if it doesn't, the model will be corrupted in game. An easy test is to import it & export it right away and see if it still works in-game or not.
Chez wrote:If you do get it to work, it would be great and the possibilities are limitless.
Good luck
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