Hi folks. I've been looking at working on an extended range of clonetrooper skins expanding upon the excellent Clones Ultima pack we all know and love. Specifically, giving individual skins for specific clonetroopers introduced The Clone Wars TV show and other EU sources, as even frontline grunts customise their armour to an extent. Whereas most of these are fairly simple to do with some Photoshop magic, I would like to know if I can expand the ambition even further by adding accessories to existing models without having to weigh and re-compile them from scratch (as I don't have the skillset to do that). For example, in the Clones Ultima pack, moreso with the Soldier Customisation mod for it, different .skin files contain a different set-up of accessories. For example, there are variations of the base trooper with/without pauldrons, skirts, holsters and these can all be customised by the player. So one .skin file will tell the base model to wear a pauldron and a gun holster, another will tell it to wear the pauldron but not have the holster, another will tell it to wear neither of those and have a battle-skirt on instead, etc. And if there isn't a combination a player likes, its an easy enough process to create a new .skin file with the right surfaces switched on out of the available ones in the model. My question however, is it possible to add entirely new surfaces - a cape or cloak for example - to an existing model and feed it through to the model via a .skin file without having to make that change in something like 3D Studio Max, which would require the entire thing to be weighed and compiled all over again? I'm hoping to be able to add something like this to the base Ultima model for one of the multiple additional skins I'm hoping to release in the future (once I get permission from the original model creators):