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| German Forces Mod : Discussion pertaining to the PR German Forces Mod. |
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#11 |
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German Forces Mod Lead
![]() Join Date: Feb 2007
Location: USA
Posts: 1,504
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Very nice! I was thinking, what if we make the base 4 models 2 USMC and 2 EF models for diversity sake?
It is possible to change the base player model right? |
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#12 |
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PR Developer
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Best Tropentarn I've ever seen in a game
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#13 |
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with the tropentarn we also get something different to OPK which is a good thing, since OPK and POE only did normal flecktarn
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#14 | |
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Quote:
Is this posible? If it is this would be great iŽd love to see a german sl with a red beret | |
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#15 |
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German Forces Mod Lead
![]() Join Date: Feb 2007
Location: USA
Posts: 1,504
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I was talking about the player model, not the uniform.
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#17 |
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German Forces Mod Lead
![]() Join Date: Feb 2007
Location: USA
Posts: 1,504
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I'm getting confused as to what is changeable and what isn't.
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#18 |
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i think both, you can give each soldier a combination of a kitgeometry and a playermodel and it should be possible to use moddels of different armys together since the insurgent mercinary in earlyer PR versions was no insurgent moddel but a MEC SF.
but it would ofcause mean extra skins needed. every faction has btw 2 moddels by default, a heavy one for all classes with armor and a light one for those without |
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#19 |
![]() Join Date: Aug 2007
Posts: 698
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But all classes in PR are heavy now so that's out... But I swear different classes look different e.g. rifleman and medic...
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#20 |
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they all use the wests, but the medics still have the light moddel
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| german, texture, uniforms, wip |
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