>>4927
It seems there's a folder in the ICUP6 export that contains those parts you were mentioning. This folder: ICUP6/8ccPlayerRemove/common/character1/model/character contains torsos, legs, arms and other bits of player. However, I've been unable to locate a pair of hands. Is this the correct location?
In any case, let's say I do find a pair of hands to use and pose and I add their respective .mtl file into the Faces folder; who's to say the game won't spawn two pairs of hands, rendering some sort of demonic Goro-human miscegenation?
How does the game keep track of what hands to use, and which not to? The save file editor doesn't specify anything about deleting other than the entire body.
On the Erisian Magazine guy, I take it he has had both the arms model and the uniform model posed, because the torso contains the sleeves and the arms are, precisely, only the arms; all of this weight painted so it stays at the height of the head I assume.
However, if anything I'd like to get this one issue that's been aching me forever porting models.
Don't you remember there being a bizarre halo around some facemask models' hair as they were ported? >>4057. Something similar occurs with other models that use an alpha channel to render transparencies: >>4780 >>4921
This issue already has its roots on Blender, and however this is displayed on the game depends on how the player was ported in Blender. Why does this occur I've no idea.
There has to be a workaround, right? Some other models that feature alpha transparencies were ported just fine to the game, though those were exceptions rather than the rule.
Anyways, thanks a bunch for showing up from time to time. Hopefully some more anons pick up on these posts so that, if when the time comes there's someone to help you out.