@DeathDaisy:
Checking that model with "Animation Viewer", she seems to work with "man_woman_sit.ani", which makes her similar to "50_33_40Claire". If instead I copy the basic "33_Piratess10" model and change the copy to use your new texture, that works with "33_Piratess10.ani". Apart from anything else, that has a more comprehensive set of animations - you could assign that model as governor of a captured colony, for example, whereas "man_woman_sit.ani" lacks some animations which mean "50_33_40Claire" might not work very well as a governor.
Also needed are a head model and head animation file so that the character's "talking head" animation can appear when you talk to her. Easily enough done - the head model is simply "h_33_Piratess10.gm" copied, renamed and edited to use the new texture, and the head animation is just "h_33_Piratess10.ani" copied and renamed, no editing necessary. (For a talking head animation, every model must have its own head animation file. It doesn't need to be specialised, it just needs to exist - if your model is based on another existing model, then your model's head animation can just be a straight copy of that model's head animation.)
I've created a new model file based on "33_Piratess10", using your texture, and also made the head files. Now she just needs one more thing from you - a description! For Hilda to appear in the game, she's going to need an entry in "PROGRAM\Models\initModels.c". As a minimum she'll need something to go into the "model.description" line.
But if you look through some other model definitions, e.g. "lizswann", you'll see a whole lot of other lines which can give a character some backstory, a ship, or a default start date, all of which will show up when you go through the characters while setting up a FreePlay game. It's up to you if you want to add any of those to make Hilda more distinctive. If you at least add "model.name" and "model.lastname" lines then she'll show up in the "Named" category during character selection - much easier to find than searching through all the "Unnamed" types! If you add the "model.storytitle" and "model.storytext" lines then she'll show up as "Specific" instead.
Checking that model with "Animation Viewer", she seems to work with "man_woman_sit.ani", which makes her similar to "50_33_40Claire". If instead I copy the basic "33_Piratess10" model and change the copy to use your new texture, that works with "33_Piratess10.ani". Apart from anything else, that has a more comprehensive set of animations - you could assign that model as governor of a captured colony, for example, whereas "man_woman_sit.ani" lacks some animations which mean "50_33_40Claire" might not work very well as a governor.
Also needed are a head model and head animation file so that the character's "talking head" animation can appear when you talk to her. Easily enough done - the head model is simply "h_33_Piratess10.gm" copied, renamed and edited to use the new texture, and the head animation is just "h_33_Piratess10.ani" copied and renamed, no editing necessary. (For a talking head animation, every model must have its own head animation file. It doesn't need to be specialised, it just needs to exist - if your model is based on another existing model, then your model's head animation can just be a straight copy of that model's head animation.)
I've created a new model file based on "33_Piratess10", using your texture, and also made the head files. Now she just needs one more thing from you - a description! For Hilda to appear in the game, she's going to need an entry in "PROGRAM\Models\initModels.c". As a minimum she'll need something to go into the "model.description" line.
But if you look through some other model definitions, e.g. "lizswann", you'll see a whole lot of other lines which can give a character some backstory, a ship, or a default start date, all of which will show up when you go through the characters while setting up a FreePlay game. It's up to you if you want to add any of those to make Hilda more distinctive. If you at least add "model.name" and "model.lastname" lines then she'll show up in the "Named" category during character selection - much easier to find than searching through all the "Unnamed" types! If you add the "model.storytitle" and "model.storytext" lines then she'll show up as "Specific" instead.