W.I.P - Magna Guard Staff

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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Penguin
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Re: RE: W.I.P - Magna Guard Staff

Post by Penguin »

Postulio wrote:
wow, it looks awesome, but wasn't the end purple not clear, or am I very very mistaken
the electrical effects were purple.
the ends were clear. but the electrical effect that comes out at both ends is purple


Anway, now that i can export stuff. ingame there is nothign there. my Magna Guard is just running around with holding nothing and swinging around like a darth maul fan >.<

heres how i have the whole thing setup


WEAPONS ODF ((haven't done SFX yet))

[WeaponClass]

ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]

GeometryName = "staff"
ComboAnimationBank = "human_sabre melee cis_hero_darthmaul"

NumDamageEdges = "3"
FirePointName = "hp_effect_1"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
LightSaberTexture = "redlightsabre"
LightSaberTrailColor = "255 0 0 128"

FirePointName = "hp_effect_2"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
LightSaberTexture = "redlightsabre"
LightSaberTrailColor = "255 0 0 128"

AttachedFirePoint = "bone_l_calf 1.0 0.0 0.0 0.35 0.0 0.0"
DamageEdgeLength = "0.5"
DamageEdgeWidth = "0.1"


And heres the how i've set it up in XSI



-snip-
OGEB1103

RE: Re: RE: W.I.P - Magna Guard Staff

Post by OGEB1103 »

You got the geometry named correctly? Could be why he doesn't have any :wink:
Penguin
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RE: Re: RE: W.I.P - Magna Guard Staff

Post by Penguin »

yes

the msh is called "staff.msh"
Penguin
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RE: Re: RE: W.I.P - Magna Guard Staff

Post by Penguin »

LOL, i got the staff working, but! its 5 times the size of the person, LOL
pinioncorp

Post by pinioncorp »

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Glad you got it working, no thanks to me...

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Penguin
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Post by Penguin »

lol, credits will be given to you for trying and also for that last PM becouse it was helpful
Penguin
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Post by Penguin »

Okay, its ingame and all rescaled and looks awsome, but he only problem is like with everyone else who has tried. i can get effects on the end to work. so at the moment i'm just using a static image which still looks awsome.
Penguin
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Post by Penguin »

Okay, a few pics of it ingame.
-snip-
Guest

Post by Guest »

Cool!

Has staff`s fire (?) animation?
Gronf

Re: RE: W.I.P - Magna Guard Staff

Post by Gronf »

Tuskenjedi wrote:wow, it looks awesome, but wasn't the end purple not clear, or am I very very mistaken :shock:
¨
It was purple. Who made the previous staff? Was it you Lord-Bandu? Did you give up?

Back on topic, the staff looks good. I would really love to see a Magna Guard use that instead of that disgusting Bulldog RLR.

Grunf
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RE: Re: RE: W.I.P - Magna Guard Staff

Post by DeathRow »

Jedi animations wouldnt fit the Magnaguard...
Mauls would be OK though
Penguin
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RE: Re: RE: W.I.P - Magna Guard Staff

Post by Penguin »

o.o lol my Magna Guard uses the Bulldog RLR for longrange, and for close combat it uses the Electro Staff, this works really well becouse the AI will use the Bulldog, and if you get close or someone else gets close it switchs to the Electro Staff and kills the clones, then swaps back to the buldog RLR and continues shooting at people far away


EDIT: you have to use mauls animations. all the other animations are set up for a light saber with 1 blade, not a double ended staff thing. so if you use someone elses animations, one end of the staff is going to keep and going through yourself when you attack people which will look dumb and stupid
Assasin_Clone

RE: Re: RE: W.I.P - Magna Guard Staff

Post by Assasin_Clone »

Wow! very good model!
-SP-Butters

RE: Re: RE: W.I.P - Magna Guard Staff

Post by -SP-Butters »

personally i think u should make the electric go longer on the staff. It looks to short
OGEB1103

RE: Re: RE: W.I.P - Magna Guard Staff

Post by OGEB1103 »

If you didn't already know, i think you will be able to attach the animation to the staff like this:

Code: Select all

AttachEffect = "name of effect"
AttachToHardPoint = "name of hardpoint 1"
AttachToHardPoint = "name of hardpoint 2"
Not sure though if this will make it continuous tho'
Penguin
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RE: Re: RE: W.I.P - Magna Guard Staff

Post by Penguin »

ok, thanks
DaCheat

RE: Re: RE: W.I.P - Magna Guard Staff

Post by DaCheat »

i agree it looks a little short you know? but man is it COOL!
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RE: Re: RE: W.I.P - Magna Guard Staff

Post by BF2-Master »

Uhhh, just thought I'd let everyone know, Penguin reskinned the Magna, and has a cool new picure in the "screenshots" part of her Tatooine:Valley Forum.
Penguin
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RE: Re: RE: W.I.P - Magna Guard Staff

Post by Penguin »

lol, guess if you want to see the magna guard, heres a picture

-snip-
drummerzoid1

RE: Re: RE: W.I.P - Magna Guard Staff

Post by drummerzoid1 »

wow! eyes popping out, the only thing is that the magna guard's robe doesn't look quite "on" "attached" to him.
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