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Adding FX & replacing units
Posted: Fri May 30, 2008 10:32 pm
by redgroupclan
I need to be reminded on how to add FX. I used to know but once I started modding again yesterday I realized I had forgotten...
Also, how would I replace units? Like the Rebels; changing their natural units into natives like Tusken Raiders, Jawas?
Re: Adding FX & replacing units
Posted: Sat May 31, 2008 12:47 am
by trainmaster611
What do you want to add effects to? A building? The sky? An impact effect?
Re: Adding FX & replacing units
Posted: Sat May 31, 2008 1:24 am
by redgroupclan
Im looking to add the Geonosis explosion FX.( Random impacts on the ground, w/e)
Re: Adding FX & replacing units
Posted: Sat May 31, 2008 9:15 am
by Commander_Cody771
redgroupclan wrote:Also, how would I replace units? Like the Rebels; changing their natural units into natives like Tusken Raiders, Jawas?
The same way you would in SWBF1. Copy the mshs and the odfs over to the side that your editing, then go to the units ODF and tell the odf the new mesh name your using.
Re: Adding FX & replacing units
Posted: Sat May 31, 2008 2:10 pm
by trainmaster611
redgroupclan wrote:Im looking to add the Geonosis explosion FX.( Random impacts on the ground, w/e)
If you go to assets/words/kas/odf, you'll see an odf called kas2_prop_dirt. This is a small invisible object that plays an attached effect (in this case "kas_sfx_beachexplosion") periodically. You need to place these objects on your map where you want explosions.
I didn't notice any ODFs in the GEO folder that had a prop that called for an explosion. I saw some that create dust but thats it. I don't recall there being any explosions on Geonosis (except in the sky) but if there are, then it must be the Kashyyk explosions.