//First entry points to the working directory for the player model // (this should generally be "enemy/meso" or "enemy/female") enemy/meso //Second entry points to .ghb file to be used by menus // (meso_menu1-10 and fem_menu1&2 are available in the pakfile) meso_menu5 //Third entry points to .ghb file to be used in the game // (meso_player and fem_play are available in the pakfile) meso_player //Fourth entry points to set of .gsq files to be used in the game // (this will determine most of the model parts turned on/off in game--can // be adjusted further down) playerbulbul //Fifth entry is the teamname of this model // ("Noteam" designates that model isn't on any team) "Noteam" //Sixth entry points to the directory in which pain and death sounds are found // (the following directories are available in the pakfile: // "enemy/dth/skin"--used for New York single player levels // "enemy/dth/russ"--used for Siberia/Kosovo single player levels // "enemy/dth/arab"--used for Iraq/Sudan single player levels // "enemy/dth/jpn"--used for Japan single player levels // "enemy/dth/rad"--used for Castle single player levels // "enemy/dth/fem"--used for females in single player) "enemy/dth/skin" //Seventh entry points to set of faces to be used by player model // (this can be set to "" if you don't want to make use of facial expressions--the // ninja player model is set this way) // (these face sets are available in the pakfile: // f_amu_--General Amu // f_w_2,3,4,6,8,10,11,12,15,16,17_--most of the caucasion faces in the single player game // f_b_2-7_--most of the African and African-American faces // f_h_6_--a serbian face // f_hb_1_--a bearded face // f_j_3,4,&8_--Asian faces // f_john_--John Mullins // f_m_1&5_--Middle Eastern faces // f_sam_--Sam // f_taylor_--Taylor) "f_w_3_" //Eighth entry is a list of skins to set for the model // (each list member has three parts: the material to set the skin for, the name of // the skin, and the model part to set the skin for. The materials on the meso player // model are: // H--head material // HD--hood material, for hooded coat // F--face material // MD--mask material, for chemical suit // A--arm material // B--body material // C--cap material (generally just used for severed limbs) // GZ--gore zone material (generally just used for bullet-hole textures) // The female player model has the same materials, except for HD and MD. // // If the seventh entry was set validly, it will override any face skin set here. // These are the static faces available in the pakfile (for use when you set the 7th entry to ""): // f_afrrocket // f_dekker // f_irqrocket // f_irqwoman1 // f_irqwoman2 // f_ninja // f_raider2-5 // f_sibtroop // f_sibtroop2 // // The model part can be the name of any mesh on the model, or can be set to 0 if you // want the material on the entire model changed to the specified skin.) { a a_kosmechanic 0 b b_kosmechanic 0 f f_w_3_n 0 h h_w_3_s 0 h h_raider2 _mohawk } //Ninth entry is a list of bolt-ons for the model // (each list member has four parts: the name of the .gbm file which descibes the item being // bolted on, the name of the bolt on the player model, the name of the bolt on the item, and the // scale to be applied to the item.) { boltons/funface.gbm abolt_head_t to_abolt_head_t 1.187857142857 } //Tenth entry is a list of extra part toggles // (each list member has two parts: the name of the mesh on the player model, and a 1-or-0 value // which specifies whether the part should be on (1) or off (0).) { _mohawk 1 _crewhead 0 _beardhead 0 _beardface 0 _lbang 0 _rbang 0 _ponytail 0 _helmethead 0 _helmetface 0 _lear 0 }