Weapon hold and Adding Capes

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
asdfjkl
Private Third Class
Posts: 51
Joined: Mon Nov 16, 2015 10:30 pm
Projects :: No Mod project currently.
Games I'm Playing :: BF2
xbox live or psn: No gamertag set

Weapon hold and Adding Capes

Post by asdfjkl »

I am creating a hero character with a lightsaber. I want the lightsaber to be a long handled lightsaber. I have given my unit Maul's saber and figured out how to remove the second blade so it just looks like a long handled lightsaber. But the way he holds it is silly. I would rather have him hold the saber closer to the blade like a regular saber. How would I do this?

Also, I have followed this tutorial many times: http://www.gametoast.com/viewtopic.php?p=424009#p424009 It's for adding a cape, but the cape is never added to my unit. It's rather frustrating. Any help would be appreciated.
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: Weapon hold and Adding Capes

Post by Anakin »

Hi,

about your first problem, you need to edit the msh file and change the Null point of the weapon. Maybe there is a hp_weapon or something like this. In this case you just need to replace this one. If not, the centre (0,0) is where the weapon is attached as far as i remember.

about your 2nd problem, i feel with you. It took me weeks to get cloth working and sometimes it crashes. Are you sure that you added an cloth odf with the proper msh names and odf names? And of cause have you set the odf name as cloth odf to your unit??
asdfjkl
Private Third Class
Posts: 51
Joined: Mon Nov 16, 2015 10:30 pm
Projects :: No Mod project currently.
Games I'm Playing :: BF2
xbox live or psn: No gamertag set

Re: Weapon hold and Adding Capes

Post by asdfjkl »

Thanks for the quick response.
So for the for the first issue, would that mean converting to obj and putting it into XSI?

Also, for the second, ThANK YOU! It works now! Now hopefully Vader's cape works lol.
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Weapon hold and Adding Capes

Post by AQT »

Whoops, that was a crucial piece of information missing from that cape tutorial. It has now been added in at the end. :)
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: Weapon hold and Adding Capes

Post by Anakin »

asdfjkl wrote:Thanks for the quick response.
So for the for the first issue, would that mean converting to obj and putting it into XSI?

Also, for the second, ThANK YOU! It works now! Now hopefully Vader's cape works lol.
You can use Andes's ZETools to import the mesh direct to xsi and back to mesh
Post Reply