Whip (not WIP)
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woner11
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Whip (not WIP)
Ok, so I was wondering how you add a wookie dread to the end of a lightsaber. Do I use offhand geometry or what? 
- elfie
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Re: Whip (not WIP)
you might use the attached mesh function in the odf. I am no expert on this though.
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Caleb1117
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Re: Whip (not WIP)
Try the same thing as what attaches it to the wookiee's head, but give it the hard point of hp_fire instead of bone_head.
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woner11
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Re: Whip (not WIP)
Here is my odf:
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- Teancum
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Re: Whip (not WIP)
Well, if it does work, that'll be how it would work. If it doesn't, then at least we know it won't.
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FragMe!
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Re: Whip (not WIP)
I don't believe weapons like addons, effects maybe yes, but addons and attached odfs I don't think so. I know they don't take an attached light odf.
- Teancum
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Re: Whip (not WIP)
Agreed. I thought it sortof a longshot too.
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woner11
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Re: Whip (not WIP)
So is this even possible or am I doing something wrong. That odf isn't working, it gives be a handle and that's it.
- Teancum
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Re: Whip (not WIP)
I'd say it's 99.999999% safe to say it's not possible. On the slim chance that it would have been it was, that odf would be about the only way to do it.
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Grev
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Re: Whip (not WIP)
Couldnt it be possibly to add it like Frag Me's light on the gun he added? Its a stretch, but it may work. Or, Ive never working with wookie dreads, but maybe just change the saber msh to a wookie dread msh?
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Re: Whip (not WIP)
Could someone physically attach it in XSI?
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FragMe!
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Re: Whip (not WIP)
Grev wrote:Couldnt it be possibly to add it like Frag Me's light on the gun he added? Its a stretch, but it may work. Or, Ive never working with wookie dreads, but maybe just change the saber msh to a wookie dread msh?
The light on the gun is part of the model msh. It was a cone with transparancy and vertex coloring. The other light effect was actually the ordanance and it was an effect not a addon.
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Re: Whip (not WIP)
I see this becoming a 'grappling hook' thread. Basically, I'm gonna say this, and I'd say most veteran modders will probably agree:
If it can't be done easily it either 1) can't be done at all -or- 2) is not worth the pain and suffering needed to get it to work.
In this case, chalk it up to #1. At best, (which is still 99.95% unlikely) you'd get a half-@@@@ed version of it, which isn't worth it.
If it can't be done easily it either 1) can't be done at all -or- 2) is not worth the pain and suffering needed to get it to work.
In this case, chalk it up to #1. At best, (which is still 99.95% unlikely) you'd get a half-@@@@ed version of it, which isn't worth it.
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woner11
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Re: Whip (not WIP)
Darn. 
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EGG_GUTS
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Re: Whip (not WIP)
Yah, Tean's right. It's like giving Greivous a new skeleton, it might be possible (through XSI), but it would be a real pain.
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Crazy_Ewok
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Re: Whip (not WIP)
I'll try that. It shouldn't take that long. I'll report back with the results laterSBF_Dann_Boeing wrote:Could someone physically attach it in XSI?
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Taivyx
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Re: Whip (not WIP)
Does Repsharpshooter's Mesh Importer import tentacles?SBF_Dann_Boeing wrote:Could someone physically attach it in XSI?
I don't think so, but if so, it might be possible
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Crazy_Ewok
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Re: Whip (not WIP)
Yes!!! I think I got it. Ok first make lightsaber in XSI. Set up the bones on the part that you want to be the whip. Then add a dummy root to the saber like you would an addon mesh. Get it exported. Put it ingame as an animated addon. Then add a saber. (luke's for instance) this is the real weapon. Mess with the width and height of the saber until it is a little larger than the full arc of the addon mesh. Copy over the trail and light stuff from a wampa odf so that the real saber is invisible. This should make it seem like a whip. I did a very simple test of this, it worked. I'm make a better more detailed one later.
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woner11
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Re: Whip (not WIP)
Are you going to release it?
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Crazy_Ewok
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Re: Whip (not WIP)
I definately will, once its perfect.
