forums | blogs | polls | tutorials | downloads | rules | help

Add new comment

@Eksevis: You also have to add a number resp. the index of the sub-mesh where to apply the texture file.

...as in one of your own post above:

	[t:template,n:a2_castle_legionnaire_cmagic_f_01]
	{
		specializes = a2_castle_legionnaire_magic_f_stats;
		actor:portrait_icon = b_gui_ig_m_i_p-l-f-02;
		[aspect]
		{
			[textures]
			{
				0 = b_c_gah_hf_skin_02_02_npc;
				1 = b_c_gah_amr_suit_fa_a4_007_02;
			}
		}
		common:screen_name = "Snowbrook Haven Combat Mage";
	}

...or:

	[t:template,n:a2_castle_legionnaire_cmagic_f_01]
	{
		specializes = a2_castle_legionnaire_magic_f_stats;
		actor:portrait_icon = b_gui_ig_m_i_p-l-f-02;
		[aspect]
		{
			textures:0 = b_c_gah_hf_skin_02_02_npc;
			textures:1 = b_c_gah_amr_suit_fa_a4_007_02;
		}
		common:screen_name = "Snowbrook Haven Combat Mage";
	}
	[t:template,n:a2_castle_legionnaire_cmagic_f_01]
	{
		specializes = a2_castle_legionnaire_magic_f_stats;
		actor:portrait_icon = b_gui_ig_m_i_p-l-f-02;
		aspect:textures:0 = b_c_gah_hf_skin_02_02_npc;
		aspect:textures:1 = b_c_gah_amr_suit_fa_a4_007_02;
		common:screen_name = "Snowbrook Haven Combat Mage";
	}

Well, that is how it works in DS2, well possible it is valid for DS1 as well.
If so, all 3 example should do the same (expect of a minor difference about the handing of textures assigned in the specialized template).