In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.
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Executer94
Major
Posts: 504 Joined: Fri May 01, 2009 7:45 am
Location: Chalmuns Cantina
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by Executer94 » Thu Aug 06, 2009 2:17 pm
I add the msh of a lance from the BF1 asset to a melee weapon and the soldiers only move the hands without the weapon
here is my odf:
AQT
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Posts: 4910 Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA
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by AQT » Thu Aug 06, 2009 2:20 pm
Is the weapon msh even in your side's MSH folder?
Executer94
Major
Posts: 504 Joined: Fri May 01, 2009 7:45 am
Location: Chalmuns Cantina
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by Executer94 » Thu Aug 06, 2009 2:21 pm
yes of course
EDIT: that is the option msh data:
-nocollision -nogamemodel
maybe i've just to remove the last one
AQT
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Posts: 4910 Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA
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by AQT » Thu Aug 06, 2009 2:29 pm
That would make sense. Try it out. I just had a look at the GAM side from the BF1 assets and there is no msh called "gam_weap_inf_weequayaxe" but there is a "gam_1st_weap_inf_weequayaxe." Did you rename it?
Executer94
Major
Posts: 504 Joined: Fri May 01, 2009 7:45 am
Location: Chalmuns Cantina
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by Executer94 » Thu Aug 06, 2009 2:43 pm
yes i did
AQT
Gametoast Staff
Posts: 4910 Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA
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by AQT » Thu Aug 06, 2009 2:46 pm
Okay... so did removing the -nogamemodel line from the msh.option file solve the problem or what?
Executer94
Major
Posts: 504 Joined: Fri May 01, 2009 7:45 am
Location: Chalmuns Cantina
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by Executer94 » Thu Aug 06, 2009 2:50 pm
no
I've tested it a few secounds ago.
No change