@apz
Haha, I was the same though. It's been years since I made any mods. I literally forgot how to make the model blink and port models. So I referred back to my own tutorials on this forum that I did awhile back when I was in high school. Thank god that qhimm keeps old threads. Surprisingly all my tutorials are still here, just that it's scattered everywhere. Anyway thanks!
Method 1
So from memory there was a proper way of doing this with Pcreator via texture Id. Let's use Tifa for an example.
The head model AAHB.p consists of 3 groups.
- Group 0 Is the head.p
- Group 1 is eyes plane
- Group 2 is the mouth plane
AAHA.rsd corresponds to AAHB and when you open it in notepad, you will have:
@RSD940102
PLY=AAHB.PLY
MAT=AAHB.MAT
GRP=AAHB.GRP
NTEX=2
TEX[0]=AAHC.TIM
TEX[1]=AAHE.TIM
The Ntex is the total number of textures and 0 is the eye texture. 1 is the mouth texture. So as long as you set it up the same way as the original, you will be able to blink correctly. So create a new line TEX[2]=custom.TIM name it whatever you named your tex file as and that will be the texture for the actual head.
So have your head model with eyes textured underneath and a plane overlapping it with the same texture file but umv to another area of it, ie closed eyes texture.
In Pcreator, change the field ID In relation to to the groups mentioned above.
Method 2
1. Import the plane for the eyes into kimera first and edit it's rsd properties.
Which is ntex=1 and the name of your tex file.
Found a Faster way with Kimera. Import eyes plane go to texture options > change texture
2. Add part to the bone ( So the head.p )
eg cloud is aaba.p and after attaching, a new file should be created within the folder named aaba1.p.
Edit the rsd properties.
Add Bone to part and go to texture options > add texture
Done!
I hope this helped!