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There is no easy way. The model is stored in hero_last.bap (data\Prefabs), its skeleton, scaling and physical envelopes data in \data\Properties\Actors\hero_last.xml. That's basically how all the models in game work, in that it requires the model file and the "actor" description file (not necessary by the same name, as .BAP's name is specified inside .XML; it is just convenient to have the same name if only the model is used for one actor). Renaming a sister's model to replace this will cause the game to think it is hero's model.
However, organs are a part of the model, so it is up to impossible for a player to change this prefab with no access to the game's source files, such as models, textures, export plugins and editor to import them for our engine.
Any files in the packages can be overwritten by other files, as these packs exist mostly for convenience (as far as I know, technically it works faster to access a few large files than thousands of small ones). Still, when the game requires a model to have some specific properties to work, it doesn't truly work that way. This holds for the hero, whose model needs "organs" material, this works for the trees that must have "Sprout" layer that displays their revival effect. And, actually, any background prefab used as a static model in scene will cause problems, as its lightmaps are stored inside the scene, so any changes in the model geometry make them unreadable.
I guess having featureless body is somewhat creepy. Two models could be better if only the game were not what it is.
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