Replacing a Lightsaber - Solved

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Galactic_Marine
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Replacing a Lightsaber - Solved

Post by Galactic_Marine »

Well, as you might know, I'm working on a mon calamari map, and I want to give the quarren natives tridents. I plan to replace the lightsaber with a trident to achieve this. Well, apparently, it's not working. I tried replacing the cis_weap_inf_lightsabre.msh with my mesh (and renamed it of course) and put in my own texture, but ingame, my quarren officer has no lightsaber at all. Am I missing something?
Last edited by Galactic_Marine on Wed Apr 11, 2007 9:45 pm, edited 1 time in total.
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RE: Replacing a Lightsaber

Post by Jawa_Killer »

i'd rename the msh/odf to a completly new thing.......because if you change shipped things just by renaming them the game OFTEN has conflicts and uses either the shipped thing or nothing or with luck yours ;)
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Galactic_Marine
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Post by Galactic_Marine »

I renamed the lightsaber odf to cis_weap_trident and the mesh to cis_weap_inf_trident (and changed the callings in the all the odfs) but I still have the same problem. Btw, should this be in the xsi forum or bf2 modding? Cause it could be an xsi problem as well...here's what I have in xsi: a null, dummyroot, with hp_active under it. Under that is my mesh along with hp_fire.
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Post by Darth_Z13 »

Check out somen00b's post here. Replace the vibrosword .msh name with yours ;) .
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Galactic_Marine
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Post by Galactic_Marine »

W00t!! I got it to work! Case solved:

Image
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Post by Jawa_Killer »

i'd make the trident bigger :) but looks nice :)
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Galactic_Marine
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Post by Galactic_Marine »

Well, it is at an angle :)
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