loadParts( config ) {

		const scope = this;

		function createPart( geometry, skinMap ) {

			const materialWireframe = new MeshLambertMaterial( { color: 0xffaa00, wireframe: true } );
			const materialTexture = new MeshLambertMaterial( { color: 0xffffff, wireframe: false, map: skinMap } );

			//

			const mesh = new Mesh( geometry, materialTexture );
			mesh.rotation.y = - Math.PI / 2;

			mesh.castShadow = true;
			mesh.receiveShadow = true;

			//

			mesh.materialTexture = materialTexture;
			mesh.materialWireframe = materialWireframe;

			return mesh;

		}

		function loadTextures( baseUrl, textureUrls ) {

			const textureLoader = new TextureLoader();
			const textures = [];

			for ( let i = 0; i < textureUrls.length; i ++ ) {

				textures[ i ] = textureLoader.load( baseUrl + textureUrls[ i ], checkLoadingComplete );
				textures[ i ].mapping = UVMapping;
				textures[ i ].name = textureUrls[ i ];
				textures[ i ].colorSpace = SRGBColorSpace;

			}

			return textures;

		}

		function checkLoadingComplete() {

			scope.loadCounter -= 1;

			if ( scope.loadCounter === 0 ) scope.onLoadComplete();

		}

		this.loadCounter = config.weapons.length * 2 + config.skins.length + 1;

		const weaponsTextures = [];
		for ( let i = 0; i < config.weapons.length; i ++ ) weaponsTextures[ i ] = config.weapons[ i ][ 1 ];
		// SKINS

		this.skinsBody = loadTextures( config.baseUrl + 'skins/', config.skins );
		this.skinsWeapon = loadTextures( config.baseUrl + 'skins/', weaponsTextures );

		// BODY

		const loader = new MD2Loader();

		loader.load( config.baseUrl + config.body, function ( geo ) {

			const boundingBox = new Box3();
			boundingBox.setFromBufferAttribute( geo.attributes.position );

			scope.root.position.y = - scope.scale * boundingBox.min.y;

			const mesh = createPart( geo, scope.skinsBody[ 0 ] );
			mesh.scale.set( scope.scale, scope.scale, scope.scale );

			scope.root.add( mesh );

			scope.meshBody = mesh;

			scope.meshBody.clipOffset = 0;
			scope.activeAnimationClipName = mesh.geometry.animations[ 0 ].name;

			scope.mixer = new AnimationMixer( mesh );

			checkLoadingComplete();

		} );

		// WEAPONS

		const generateCallback = function ( index, name ) {

			return function ( geo ) {

				const mesh = createPart( geo, scope.skinsWeapon[ index ] );
				mesh.scale.set( scope.scale, scope.scale, scope.scale );
				mesh.visible = false;

				mesh.name = name;

				scope.root.add( mesh );

				scope.weapons[ index ] = mesh;
				scope.meshWeapon = mesh;

				checkLoadingComplete();

			};

		};

		for ( let i = 0; i < config.weapons.length; i ++ ) {

			loader.load( config.baseUrl + config.weapons[ i ][ 0 ], generateCallback( i, config.weapons[ i ][ 0 ] ) );

		}

	}
Loads the character model for the given config.

@param {Object} config - The config which defines the model and textures paths.