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?
Adding FX & replacing units
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- redgroupclan
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Re: Adding FX & replacing units
What do you want to add effects to? A building? The sky? An impact effect?
- redgroupclan
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Re: Adding FX & replacing units
Im looking to add the Geonosis explosion FX.( Random impacts on the ground, w/e)
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Commander_Cody771
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Re: Adding FX & replacing units
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.redgroupclan wrote:Also, how would I replace units? Like the Rebels; changing their natural units into natives like Tusken Raiders, Jawas?
- trainmaster611
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Re: Adding FX & replacing units
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.redgroupclan wrote:Im looking to add the Geonosis explosion FX.( Random impacts on the ground, w/e)
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.
