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US Soldier/Marine Model


acky1

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I ran across this in my game, hadn't seen this model yet. Perhaps we could make all our operatives start out with this model(armor) and then require research to the XCOM starter "Body Armor"? I'll dig around and see if I can make this happen.
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This'd be awesome and would be more appropriate then the default body armor, IMHO. Regarding women, suspend your disbelief. I don't think a female model would need to be modified very much, just use headswapping!
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Out of curiosity, has there been any attempts at trying to get in to the textures/animations of the game? I'm sure I read somewhere that a way to unpack them had been found, but no way to repack them. Is this correct?
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I've posted on around 4 different threads now asking that question, and looked through the first step thread, but still no luck :confused:

 

I want to say that someone posted a tool that allows you to unpack them but it wasn't confirmed yet. That was how I was going to get this model out. I read it in the now infamous "finding the first steps" post. I'll let you know if I find anything. I'd really like to take the "Modern Warfare" player models and import them into this game.

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Ok, so following the idea on this thread I tried to make the basic military outfit into a Armor Deco for Kevlar.

 

Basically I added this to default content...

; Deco only needs to know where the first variation is, the rest is calculated.
ArmorDeco=(Armor=eItem_ArmorKevlar,ArmorKit=eKit_Deco_Kevlar0)
ArmorDeco=(Armor=eItem_ArmorKevlar,ArmorKit=eKit_Deco_Kevlar1)
ArmorDeco=(Armor=eItem_ArmorKevlar,ArmorKit=eKit_Deco_Kevlar2)
ArmorDeco=(Armor=eItem_ArmorKevlar,ArmorKit=eKit_Deco_Kevlar3)
ArmorDeco=(Armor=eItem_ArmorKevlar,ArmorKit=eKit_Deco_Kevlar4)
ArmorDeco=(Armor=eItem_ArmorKevlar,ArmorKit=eKit_Deco_Kevlar5)
ArmorDeco=(Armor=eItem_ArmorKevlar,ArmorKit=eKit_Deco_Kevlar6)
ArmorDeco=(Armor=eItem_ArmorKevlar,ArmorKit=eKit_Deco_Kevlar7)

 

And then added into the DLC X-COM Content file...

+ArmorKitPackageInfo=(KitType=eKit_Deco_Kevlar1,ArchetypeName="Body_GenericSoldier.ARC_Body_GenericSoldier")
+ArmorKitPackageInfo=(KitType=eKit_Deco_Kevlar2,ArchetypeName="Body_GenericSoldier1.ARC_Body_GenericSoldier1")
+ArmorKitPackageInfo=(KitType=eKit_Deco_Kevlar3,ArchetypeName="Body_General.ARC_Body_General")
+ArmorKitPackageInfo=(KitType=eKit_Deco_Kevlar4,ArchetypeName="Body_Bodyguard.ARC_Body_Bodyguard")
+ArmorKitPackageInfo=(KitType=eKit_Deco_Kevlar5,ArchetypeName="Body_Bodyguard1.ARC_Body_Bodyguard1")
+ArmorKitPackageInfo=(KitType=eKit_Deco_Kevlar6,ArchetypeName="Body_Scientist.ARC_Body_Scientist")
+ArmorKitPackageInfo=(KitType=eKit_Deco_Kevlar7,ArchetypeName="Body_Engineer.ARC_Body_Engineer")

 

It registers there as being something like seven available decos but doesn't actually display anything new, just the default Kevlar armor (without any extra stuff). I figure these must be defined somewhere to distinguish them more.

 

Any ideas or thoughts?

 

On another note, in a modding test run I copied a female head to male, it works fine though hairs don't always show up properly. However, their heads are very tiny on the huge male models. This game is moddable... just gotta figure out how it all works.

 

EDIT:

More research has possible indicated that I need to add a .upk file for the above entries into the "DLC>CookedPCConsole" folder. Where does one fine these .upk files and, assumedly, how do I extract them?

 

EDIT:

Nevermind, found them in another "Core>CookedPCConsole". Placing them into the other "CookedPCConsole" and seeing if that enables them. Still uncertain how it'll distinguish the armor from male to female without some sort of setting. Perhaps thats set in the .upk file? Nah, that'd be too easy...

 

EDIT:

Yeah, I figured it wouldn't work and it didn't. I'm thinking, where are the ArchetypeName defined?

Edited by James009
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