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@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"; }
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@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:
...or:
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).