There is probably a better way to edit NPC models, but I couldn't find much so I figured out a method on my own. Thought I would share for others who are having issues.
Changing the Default Models (Mr Potatoe Head Style):
Md6Mesh files use a pretty strait forward, human readable format. If you open one up and take a look:
W:\Rage\base\decls\md6def\settlers_wellspring_ginny.md6def
At the top there is an "init" block where you see the mesh sub-parts defined with names. There is also a "numMeshes" and "numJoints" declaration.
Then you have the Joint declarations and finally the mesh sub-parts. Each mesh subpart includes the the vertices, the joint connection information and texture mapping information. Since these subparts contain so much information, we can swap mesh subparts from various md6mesh files that share the same skeleton (most humanoid models). Sort of like playing Mr. Potato head.
Start up rage tool kit
MEDIA_B -> decls -> md6def -> settlers -> wellspring -> ginny.md6
Right click "ginny.md6" -> duplicate -> "yourmod/scratch.md6"
Browse to the duplicate:
MEDIA_B -> decls -> md6def -> yourmod -> scratch.md6
First thing to note is that this just created the file:
W:\Rage\base\decls\md6def\yourmod\scratch.md6def
Open this plain-text file up in your favorite editor. Change the internally declared scratch.md6 mesh to point to:
md6/yourmod/mesh/scratch.md6mesh
Then create the directory:
W:\Rage\base\md6\yourmod\mesh
And copy
W:\Rage\base\md6\characters\settlers\mesh\ginny.md6mesh
to
W:\Rage\base\md6\yourmod\mesh\scratch.md6mesh
Using ID Studio, you can browse through the various NPCs and note things
that you may want to compbine or substitute. For example, if we wanted to
put Elizabeths torso on Ginny:
I open up
W:\Rage\base\md6\characters\settlers\mesh\Elizabeth.md6mesh
can copy/paste the submeshes "elizabeth4", "elizabeth5" and "elizabeth6"
to the bottom of my scratch.md6mesh.
Then I edit the init section of the scratch.md6mesh and add
"elizabeth4;elizabeth5;elizabeth6; " to the end of the commandline block
I remove the original torso: Object43, "fem_bikini_low3", "fem_neck1_low01",
"fem_shortsleeve_low01", "shoulder_low01" and "wrist1_low"
Not only do I remove the submesh names from the command line, but I delete their
definitions and texture mapping infor lower in the file. Finally I update the num-meshes.
As you remove/add meshes, try to keep the order of the listing at the top
consitent with the order of the mesh definitions. Also make sure to keep
the total number of meshes up to date.
As for previewing what you are doing, if you open up the scratch
model that we have created using ID Studio (decls -> md6 -> yourmod -> scratch)
You will notice a little button in the preview toolbar which reads "Reload Everything"
when you hover over it. This will reload the mesh and textures, allowing you
to swap in/out parts to your hearts content using notepad and see how it looks
without having to restart ID Studio every time. (Sometimes you have to restart
anyway...)
The key take away point is that you can swap sub-meshes between md6mesh files using a text editor so long as the original models share the same skeleton (most humanoids do).