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.
Weapon hold and Adding Capes
Moderator: Moderators
-
asdfjkl
- Private Third Class
- Posts: 51
- Joined: Mon Nov 16, 2015 10:30 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Anakin
- 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
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??
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.
- xbox live or psn: No gamertag set
Re: Weapon hold and Adding Capes
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.
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

- Posts: 4910
- Joined: Sat Nov 03, 2007 4:55 pm
- Location: SoCal, USA
Re: Weapon hold and Adding Capes
Whoops, that was a crucial piece of information missing from that cape tutorial. It has now been added in at the end. 
- Anakin
- 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
You can use Andes's ZETools to import the mesh direct to xsi and back to meshasdfjkl 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.
