yes it is possible… you have to remap the following shaders:
// remap axis skins
remapshader models/players/temperate/axis/engineer/body_engineer models/players/infounistgt/axis/engineer/body_engineer
remapshader models/players/temperate/axis/cvops/body_cvops models/players/infounistgt/axis/cvops/body_cvops
remapshader models/players/temperate/axis/fieldops/body_fieldops models/players/infounistgt/axis/fieldops/body_fieldops
remapshader models/players/temperate/axis/medic/axis_medic models/players/infounistgt/axis/medic/axis_medic
remapshader models/players/temperate/axis/soldier/body_soldier models/players/infounistgt/axis/soldier/body_soldier
// remap allied skins
remapshader models/players/temperate/allied/soldier/body models/players/infounistgt/allied/soldier/body
remapshader models/players/temperate/allied/medic/body models/players/infounistgt/allied/medic/body
remapshader models/players/temperate/allied/engineer/body models/players/infounistgt/allied/engineer/body
remapshader models/players/temperate/allied/fieldops/body models/players/infounistgt/allied/fieldops/body
remapshader models/players/temperate/allied/cvops/body models/players/infounistgt/allied/cvops/body
remapshaderflush
whereas in this example I provided these new shaders for the skins:
models/players/infounistgt/axis/engineer/body_engineer
{
cull none
{
clampmap models/players/infounistgt/axis/engineer/body_engineer.tga
rgbGen lightingDiffuse
}
}
models/players/infounistgt/axis/cvops/body_cvops
{
cull none
{
clampmap models/players/infounistgt/axis/cvops/body_cvops.tga
rgbGen lightingDiffuse
}
}
models/players/infounistgt/axis/fieldops/body_fieldops
{
cull none
{
clampmap models/players/infounistgt/axis/fieldops/body_fieldops.tga
rgbGen lightingDiffuse
}
}
models/players/infounistgt/axis/medic/axis_medic
{
cull none
{
clampmap models/players/infounistgt/axis/medic/axis_medic.tga
rgbGen lightingDiffuse
}
}
models/players/infounistgt/axis/soldier/body_soldier
{
cull none
{
clampmap models/players/infounistgt/axis/soldier/body_soldier.tga
rgbGen lightingDiffuse
}
}
models/players/infounistgt/allied/soldier/body
{
cull none
{
clampmap models/players/infounistgt/allied/soldier/body.tga
rgbGen lightingDiffuse
}
}
models/players/infounistgt/allied/medic/body
{
cull none
{
clampmap models/players/infounistgt/allied/medic/body.tga
rgbGen lightingDiffuse
}
}
models/players/infounistgt/allied/engineer/body
{
cull none
{
clampmap models/players/infounistgt/allied/engineer/body.tga
rgbGen lightingDiffuse
}
}
models/players/infounistgt/allied/fieldops/body
{
cull none
{
clampmap models/players/infounistgt/allied/fieldops/body.tga
rgbGen lightingDiffuse
}
}
models/players/infounistgt/allied/cvops/body
{
cull none
{
clampmap models/players/infounistgt/allied/cvops/body.tga
rgbGen lightingDiffuse
}
}
unfortunately, the implicitMap doesn’t seem to work as expected, as the skins will have strange lighting (it seems that implicitMap doesn’t support dynamic lighting) and turn inside out in some cases… I guess the models have some flipped normals or some triangles have a wrong winding order (therefore the cull none) :-/
however, the shaders I pasted here are working fine 