It would be a nice feature for future modders and there are many things you could do animation-wise that would look pretty cool. You could for example have a mod where you can make your character thin, heavyset or somewhere inbetween.
I was just thinking. Would it be possible to add bone scale support to the ghoul2 format? For example, you set a bone's scale via key frames as you do with position & rotation. While on the topic of adding things, are jiggle bones a possibility?
If you import a GLM, the splits are there as they are ingame so it's not the renderers fault. The problem is either the dot xsi 3.0/3.5 format or carcass itself.
Doesn't matter if you break the model at the UV seams or not, there will always be a seam line where you don't want it. @@Xycaleth Looking great! What's up with the lradiusX & rradiusX bones? They look a bit odd lol.
Been trying to get the MD3 exporter & GLM Importer to work with 2014 (64bit only) and they've changed things. So I think 2012 may be the last supported version for this plugin, unless Archangel or someone else know what to do.
I don't think it's possible with the existing code to bolt a weapon (or anything) onto a character unless it's in-game to grab the player chosen saber model via "isSaber". All you can do afaik is load up models separately.
Misc_model - turns model into brushwork at compile time Misc_model_static - loads a md3 model at level load ingame Misc_model_breakable - used for destroyable models or moveable models
The npcs are: Weequays with bowcasters (used sparingly) Trandoshans with repeaters (used sparingly) Rodians with blasters Gran shooters/boxers/bombers Mercs with blasters Mark1 droid reskin (boss)