Nevermind, just applied the texture manually and all seems OK (however, I have to re-arrange the UV map to preview it, for some reason, it just moves it on the wrong position).
Working on stuf right now.
EDIT: So, I don't get it - should Ranger combat armor be like a normal CA but with different texture or the model needs alterations too?
Also, I found out the armors use a VERY high-poly method and this method also makes models hard to edit in some cases. All faces are actually a whole object! This means, nothing is connected. For example, the metal armor, the spikes on the shoulderpad are 4 faces that are in no way connected and the tip of the spike are actually 4 different vertexes! Lets do some math now:
1 spike face = 3 edges and 3 vertexes
in total there are 4 faces for 1 spike
lower face can be not counted due to it actually having to be connected to the shoulderpad, this means each face has 2 edges
4 * 2 = 8 faces
Vertexes however remain untouched
4* 3 = 12 vertexes
However, if the spike is one whole object and not separated object it ensures lower edge/vertex count aswell as better capability to edit, lets do more math!
1 spike face = 3 edges and 3 vertexes
In total there are 4 faces for 1 spike
Lower face can be not counted due to it actually having to be connected to the shoulderpad, this means each face has 2 edges
However, if we use this method, the spike has only 4 edges, instead of 8, because 2 faces have 3 edges, because the middle edge is 1 for both faces!
Same applies for vertexes, there are now only 5 vertexes - the top vertex, and 4 vertexes needed for the lower part, the part it's connected to the shoulderpad.
Now, imagine a whole model made the current way! if one spike just lost 7 vertexes, then imagine how a whole body armor would be! There is something wrong with this... but still, I want to ask this again, should Ranger combat armor be like a normal CA but with different texture or the model needs alterations too?
UPDATE:
I was too bored waiting for an answer, so here, BAM!