Post by progarbageman on Dec 21, 2016 10:06:08 GMT -5
Simplest Answer It's not possible. End of Story.
Simple Answer Frank's model is separated into 5 parts/files while Paul's (and all other models) are presented as one whole model/file. (Combining Frank's five parts into one entire model is something that I CAN NOT do due to my lack of knowledge in modding.)
Complex Answer As we can see here (Link: deadrisingwiki.wikia.com/wiki/Mod:Dead_Rising_1_Models ), Frank is divided into 5 parts. cos001: the suit/outfit cos201: the hair cos101: the shoes pl01: the face system_common: the facial animations and the hand (I think that is what it's called, I'll edit later if needed.)
(Now compare this with Burt Thompson, the survivor who hits you in Barricade Pair.) npc00: Brad Thompson's entire model (suit/outfit, hair, shoes, face, etc)
Simple answer is until we can either A. Get a model importer/exporter script done or find someway to compile more than one model bit in to a npc arc, you won't be seeing Frank as a NPC in DR1 any time soon.
Post by progarbageman on Dec 22, 2016 9:22:15 GMT -5
First, most if not all of the (Male) survivors use some form of Xbox Summit/E3 2005 animations to begin with. (For example, Jeff Meyer uses the idle animation and thus, as a result, most of his attacks flow back smoothly (to his initial animation) without any lag or delay.)
(Of course, despite the fact that Jeff is the first survivor you meet, he does have a different running animation. Thus, I've also made one for Burt Thompson, which as shown above, already has the Xbox Summit Running Animation to begin with.)
Second, since (I thought) that Stipo was having a hard time with his "Regression" Mod (especially with the animations and the exe), I thought it would have been fine to switch a survivor with Frank West for the sake of it. (And when you think about it, it does make sense...you don't have to change any animations...all you have to do is change the model...)