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Vibro Sword Assets Released

Posted: Mon Oct 02, 2006 11:02 pm
by Vyse
Vibro Sword Released.

There ya go folks! Enjoy!

Download Link:

MediaFire

RE: Vibro Sword Assets Released

Posted: Mon Oct 02, 2006 11:13 pm
by arty
Awesome. This might and probably will be in the Trilogy Mod in one of the KotOR era maps.

RE: Vibro Sword Assets Released

Posted: Tue Oct 03, 2006 9:17 am
by The_Emperor
Ah sweet! Thanks!

Posted: Tue Oct 03, 2006 7:02 pm
by Gogie
*tear* you are my hero!

Posted: Tue Oct 03, 2006 8:50 pm
by Bac-Talan
Cool.
So, quick question: do we have permission to reskin it/ use only select assets from it? (like only the model, although that's about all that's there. lol)

I think that this is cool, swords are always cool though.
I even get to go stick people with them tonight! Fencing! W00t!

Posted: Tue Oct 03, 2006 9:24 pm
by Xavious
Awesome, will go great with the Star Forge. Thanx!

Posted: Wed Oct 04, 2006 4:16 pm
by Vyse
Bac-Talan wrote:Cool.
So, quick question: do we have permission to reskin it/ use only select assets from it? (like only the model, although that's about all that's there. lol)

I think that this is cool, swords are always cool though.
I even get to go stick people with them tonight! Fencing! W00t!
Do what ever you want to it! ;)

Posted: Wed Oct 04, 2006 4:22 pm
by The_Emperor
Vyse wrote:Do what ever you want to it! ;)
Yeey! :twisted: :emp:

*Tries to think up a very evil and cunning plan involving worlddomination and these vibrosword assets*

Gah. I give up.

*Tries to think of something evil or inappropriate that can be done with these assets*

:cry: Hmm... Never mind. It's just not my day I guess :(

Posted: Wed Oct 04, 2006 4:28 pm
by Vyse
The_Emperor wrote:
Vyse wrote:Do what ever you want to it! ;)
Yeey! :twisted: :emp:

*Tries to think up a very evil and cunning plan involving worlddomination and these vibrosword assets*

Gah. I give up.

*Tries to think of something evil or inappropriate that can be done with these assets*

:cry: Hmm... Never mind. It's just not my day I guess :(
lol, I knew someone would do that! :lol:

Posted: Wed Oct 04, 2006 6:37 pm
by deathborn99
For some reason my computer says "System cannot find the file specified" for the readme. If anyone wants to, can someone post the readme? I'd appreciate it much.

Posted: Wed Oct 04, 2006 6:50 pm
by Xavious
There's not much in the ReadMe....

Posted: Wed Oct 04, 2006 6:53 pm
by deathborn99
Well.......I was just wondering. :?

Posted: Wed Oct 04, 2006 7:05 pm
by Xavious
The ReadMe wrote:By: Vyse

Webiste: http://www.zeldafront.co.nr

Special Thanks:
Glory To The King Of Kings And Lord Of Lords Jesus Christ!!!

Have fun with the mesh!

Posted: Wed Oct 04, 2006 7:13 pm
by deathborn99
Ahhhhhhhhh. Thank you, just wanted to know.

Posted: Fri Oct 06, 2006 6:15 pm
by somen00b
I tried to make that the model for a weapon and failed, please help, here is my odf:
[WeaponClass]

ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]

ExplosionName = "all_weap_magicsword_lightshadowmastery_exp"

GeometryName = "all_weap_inf_vibroblade"// I changed the name to //see if it would help
ComboAnimationBank = "human_sabre melee all_weap_magicsword"

DeflectEffect = "all_sfx_inf_magicshield"
DeflectSound = ""

FirePointName = "hp_fire"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "lightshadowsabre"
//LightSaberTrailColor = "240 250 45 128"
this is based from a functional file in my magic mod, please help!

Posted: Fri Oct 06, 2006 8:27 pm
by t551
I think that GeometryName needs to come first.

Also, the fact that it is being parented by the lightsaber class may have something to do with it. Try copying the contents of that file to yours, and then changing any relevant geometry calls.

Posted: Fri Oct 06, 2006 11:59 pm
by Big_rich
It's not showing in game for me either... it shows in the hudtag but not carried by my trooper?

Code: Select all

[WeaponClass]

ClassLabel          = "melee"
//ClassParent         = "com_weap_inf_lightsaber"
GeometryName        = "Vibroblade.msh"
[Properties]

GeometryName        = "Vibroblade"
ComboAnimationBank  = "human_sabre melee gam_inf_axe"

FirePointName    = "hp_fire"

HUDTag              = "hud_lightsaber"
RoundsPerClip       = "0"
ReloadTime          = "0.0"

LockOnRange         = "60.0"
LockTime            = "0.4"
AutoAimSize         = "1.0"

MinRange            = "0"
OptimalRange        = "2.0"
MaxRange            = "4"

Posted: Sat Oct 07, 2006 6:24 pm
by somen00b
I solved it :D

1. place the files in your sides msh folder
2. rename vibroblade.msh to "all_weap_inf_vibroblade.msh"
then use this odf:
[WeaponClass]

ClassLabel = "melee"
GeometryName = "all_weap_inf_vibroblade.msh"
[Properties]

GeometryName = "all_weap_inf_vibroblade"
ComboAnimationBank = "human_sabre melee * *"
// ^put your .combo file //here

DeflectEffect = "com_sfx_sabredeflect"
DeflectSound = "imp_weap_lightsabre_deflect"

FirePointName = "hp_fire"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "lightshadowsabre"
//LightSaberTrailColor = "240 250 45 128"

HUDTag = "hud_lightsaber"
RoundsPerClip = "0"
ReloadTime = "0.0"

LockOnRange = "60.0"
LockTime = "0.4"
AutoAimSize = "1.0"

MinRange = "0"
OptimalRange = "2.0"
MaxRange = "4"

HitEffect = "com_sfx_sabrehit"
AddHitEffect = "com_sfx_bif" // hooya
AddHitEffect = "com_sfx_zap"
AddHitEffect = "com_sfx_blammo"
AddHitEffect = "com_sfx_pow"

HitSound = "imp_weap_lightsabre_hit"
OnSound = "com_inf_saber_ambient"
TurnOnSound = "com_inf_saber_on"
TurnOffSound = "com_inf_saber_off"

MuzzleFlash = "med_muzzle_flash"
Discharge = "med_smoke_effect"

AutoTurnScreenDist = 0.05
AutoPitchScreenDist = 0.2

ShieldScale = "5.0"
HealthScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
ArmorScale = "1.0"
VehicleScale = "1.0"
BuildingScale = "1.0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
I am 99% sure that this will work, my working sword had an explosion and custom effects which I removed from this post