Originally Posted by
Brivime
I can't really find a solution to that since you'd need to assign each new leg texture to match with each torso model, which I don't know if that is even possible. :/ I tried to find a colour that would blend with most of the skins.
Yeah it's possible.
Here's what my new Numidians (noomidians hur hur hur) look like codewise. Each one uses a different shade/skin color. Ignore #1 having #2's legs, they shared the same skin tone.
Simply put - the leg model and the body model that fellow generously shared use the same barbarian skin texture. So you just need to hex-edit it so legsA and bodyA use the same texture entry. While the leg rigid model isn't very big, I would still advise to keep the variety of skin tones relatively small - I'd say no more than 5 are necessary.
You then just have to make sure you have separate variant mesh model 'inclusive entries', so that you guarantee body1 will always get legs1, body3 will always get legs3. If you want, just remove the beard and hair entries in my code below, replace the lob_body_XYZ with your proper body models, and you're good to go
Code:
<VARIANT_MESH>
<SLOT name="skin" >
<VARIANT_MESH model="variantmeshes\_variantmodels\man\skin/lob_body_torso_numidian_1.rigid_model_v2" >
<SLOT name="hair" />
<SLOT name="beard" probability ="0.8" >
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_1.rigid_model_v2" />
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_2.rigid_model_v2" />
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_3.rigid_model_v2" />
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_4.rigid_model_v2" />
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_5.rigid_model_v2" />
</SLOT>
<SLOT name="prop_1" />
<SLOT name="prop_2" />
<SLOT name="helmets" >
<VARIANT_MESH_REFERENCE definition="variantmeshes\_variantmodels\man\hair_beards/lob_hair_numidia_new.VariantMeshDefinition" />
<VARIANT_MESH_REFERENCE definition="variantmeshes\_variantmodels\man\hair_beards/lob_hair_numidia_old.VariantMeshDefinition" />
</SLOT>
<SLOT name="tunics" />
<SLOT name="cloaks" />
<SLOT name="trousers" >
<VARIANT_MESH model="variantmeshes\_variantmodels\man\skin/lob_body_legs_numidian_2.rigid_model_v2" />
</SLOT>
<SLOT name="shield" />
<SLOT name="weapon_1" />
<SLOT name="weapon_2" />
<SLOT name="weapon_3" />
<SLOT name="weapon_4" />
</VARIANT_MESH>
<VARIANT_MESH model="variantmeshes\_variantmodels\man\skin/lob_body_torso_numidian_3.rigid_model_v2" >
<SLOT name="hair" />
<SLOT name="beard" probability ="0.8" >
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_1.rigid_model_v2" />
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_2.rigid_model_v2" />
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_3.rigid_model_v2" />
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_4.rigid_model_v2" />
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_5.rigid_model_v2" />
</SLOT>
<SLOT name="prop_1" />
<SLOT name="prop_2" />
<SLOT name="helmets" >
<VARIANT_MESH_REFERENCE definition="variantmeshes\_variantmodels\man\hair_beards/lob_hair_numidia_new.VariantMeshDefinition" />
<VARIANT_MESH_REFERENCE definition="variantmeshes\_variantmodels\man\hair_beards/lob_hair_numidia_old.VariantMeshDefinition" />
</SLOT>
<SLOT name="tunics" >
<VARIANT_MESH>
<SLOT name="armour" />
</VARIANT_MESH>
</SLOT>
<SLOT name="cloaks" />
<SLOT name="trousers" >
<VARIANT_MESH model="variantmeshes\_variantmodels\man\skin/lob_body_legs_numidian_3.rigid_model_v2" />
</SLOT>
<SLOT name="shield" />
<SLOT name="weapon_1" />
<SLOT name="weapon_2" />
<SLOT name="weapon_3" />
<SLOT name="weapon_4" />
</VARIANT_MESH>
<VARIANT_MESH model="variantmeshes\_variantmodels\man\skin/lob_body_torso_numidian_5.rigid_model_v2" >
<SLOT name="hair" />
<SLOT name="beard" probability ="0.8" >
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_1.rigid_model_v2" />
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_2.rigid_model_v2" />
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_3.rigid_model_v2" />
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_4.rigid_model_v2" />
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_5.rigid_model_v2" />
</SLOT>
<SLOT name="prop_1" />
<SLOT name="prop_2" />
<SLOT name="helmets" >
<VARIANT_MESH_REFERENCE definition="variantmeshes\_variantmodels\man\hair_beards/lob_hair_numidia_new.VariantMeshDefinition" />
<VARIANT_MESH_REFERENCE definition="variantmeshes\_variantmodels\man\hair_beards/lob_hair_numidia_old.VariantMeshDefinition" />
</SLOT>
<SLOT name="tunics" >
<VARIANT_MESH>
<SLOT name="armour" />
</VARIANT_MESH>
</SLOT>
<SLOT name="cloaks" />
<SLOT name="trousers" >
<VARIANT_MESH model="variantmeshes\_variantmodels\man\skin/lob_body_legs_numidian_5.rigid_model_v2" />
</SLOT>
<SLOT name="shield" />
<SLOT name="weapon_1" />
<SLOT name="weapon_2" />
<SLOT name="weapon_3" />
<SLOT name="weapon_4" />
</VARIANT_MESH>
<VARIANT_MESH model="variantmeshes\_variantmodels\man\skin/lob_body_torso_numidian_6.rigid_model_v2" >
<SLOT name="hair" />
<SLOT name="beard" probability ="0.8" >
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_1.rigid_model_v2" />
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_2.rigid_model_v2" />
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_3.rigid_model_v2" />
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_4.rigid_model_v2" />
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_5.rigid_model_v2" />
</SLOT>
<SLOT name="prop_1" />
<SLOT name="prop_2" />
<SLOT name="helmets" >
<VARIANT_MESH_REFERENCE definition="variantmeshes\_variantmodels\man\hair_beards/lob_hair_numidia_new.VariantMeshDefinition" />
<VARIANT_MESH_REFERENCE definition="variantmeshes\_variantmodels\man\hair_beards/lob_hair_numidia_old.VariantMeshDefinition" />
</SLOT>
<SLOT name="tunics" >
<VARIANT_MESH>
<SLOT name="armour" />
</VARIANT_MESH>
</SLOT>
<SLOT name="cloaks" />
<SLOT name="trousers" >
<VARIANT_MESH model="variantmeshes\_variantmodels\man\skin/lob_body_legs_numidian_6.rigid_model_v2" />
</SLOT>
<SLOT name="shield" />
<SLOT name="weapon_1" />
<SLOT name="weapon_2" />
<SLOT name="weapon_3" />
<SLOT name="weapon_4" />
</VARIANT_MESH>
<VARIANT_MESH model="variantmeshes\_variantmodels\man\skin/lob_body_torso_numidian_2.rigid_model_v2" >
<SLOT name="hair" />
<SLOT name="beard" probability ="0.8" >
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_1.rigid_model_v2" />
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_2.rigid_model_v2" />
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_3.rigid_model_v2" />
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_4.rigid_model_v2" />
<VARIANT_MESH model="variantmeshes\_variantmodels\man\hair_beards\beards/_numidian_beard_black_5.rigid_model_v2" />
</SLOT>
<SLOT name="prop_1" />
<SLOT name="prop_2" />
<SLOT name="helmets" >
<VARIANT_MESH_REFERENCE definition="variantmeshes\_variantmodels\man\hair_beards/lob_hair_numidia_new.VariantMeshDefinition" />
<VARIANT_MESH_REFERENCE definition="variantmeshes\_variantmodels\man\hair_beards/lob_hair_numidia_old.VariantMeshDefinition" />
</SLOT>
<SLOT name="tunics" >
<VARIANT_MESH>
<SLOT name="armour" />
</VARIANT_MESH>
</SLOT>
<SLOT name="cloaks" />
<SLOT name="trousers" >
<VARIANT_MESH model="variantmeshes\_variantmodels\man\skin/lob_body_legs_numidian_2.rigid_model_v2" />
</SLOT>
<SLOT name="shield" />
<SLOT name="weapon_1" />
<SLOT name="weapon_2" />
<SLOT name="weapon_3" />
<SLOT name="weapon_4" />
</VARIANT_MESH>
</SLOT>
</VARIANT_MESH>