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Addon msh questions
Posted: Thu Oct 22, 2009 3:16 pm
by agzilla123
After searching through the assets for awhile, I say someone post that a kama (a clone skirt thing) cannot be added onto a unit via addon msh.
I am pretty sure I know what an addon msh is. Its a msh file that you can simply put in your msh folder, reference it in your .odf, and it will appear on the unit in-game right? If i am wrong, please correct me.
If this is indeed the case, then what else cannot be made into an addon msh?
Any help would be appreciated.
Re: Addon msh questions
Posted: Thu Oct 22, 2009 3:20 pm
by Xavious
agzilla123 wrote:If this is indeed the case, then what else cannot be made into an addon msh?
Addon meshs have to be set up differently. Unless a model has been exported as an addon mesh, it can't be used as one.
Re: Addon msh questions
Posted: Thu Oct 22, 2009 3:21 pm
by agzilla123
So anything can be an addon ms as long as its made the right way?
Re: Addon msh questions
Posted: Thu Oct 22, 2009 3:25 pm
by Maveritchell
Xavious wrote:agzilla123 wrote:If this is indeed the case, then what else cannot be made into an addon msh?
Addon meshs have to be set up differently. Unless a model has been exported as an addon mesh, it can't be used as one.
...no? You can attach anything as an addon mesh. This:
Its a msh file that you can simply put in your msh folder, reference it in your .odf, and it will appear on the unit in-game right?
...is correct. The clone skirts are not an individual mesh and they
are set up differently, which is why they can't be addons, but almost any mesh can be an addon mesh.
Re: Addon msh questions
Posted: Thu Oct 22, 2009 3:27 pm
by Xavious
Really? Didn't know that. I had thought addon meshs were similar to cloth in that only certain types of models worked (Though I obviously don't have any experience in that area, hence the confusion).
Re: Addon msh questions
Posted: Thu Oct 22, 2009 3:36 pm
by Battleffront_Conquer
Xavious wrote:Really? Didn't know that. I had thought addon meshs were similar to cloth in that only certain types of models worked (Though I obviously don't have any experience in that area, hence the confusion).
...if one is to understand the great mystery, one must study all its aspects, not just the dogmatic, narrow view of the Jedi. If you wish to become a complete and wise leader, you must embrace a larger view of the Force.
Good advice for anyone

Re: Addon msh questions
Posted: Thu Oct 22, 2009 3:38 pm
by agzilla123
Thanks everyone. That pretty much clears up all of my questions. This thread can now be closed
Re: Addon msh questions
Posted: Thu Oct 22, 2009 5:19 pm
by AceMastermind
agzilla123 wrote:After searching through the assets for awhile, I say someone post that a kama (a clone skirt thing) cannot be added onto a unit via addon msh.
You can do this if you use the Wookiee dread method(tentacles) for addons, I did this in my first attempt to give General Grievous a cape so I wouldn't have to bring him into XSI, but I ended up giving him cloth anyway because it looked much better.
A normal addon mesh(attached via ODF) does have to be setup in a way that will work and look good with the bone that it will be attached to, you can't just use any model as an addon mesh because it might be twisted or facing the wrong way.
I think the confusion comes when people see others like DEVISS-REX hex editing "addons" into other msh files because once the MODL chunk is inserted into another msh then it's no longer an addon but is just extra geometry which becomes part of that units msh file. To setup a true addon mesh attached dynamically via ODF means you must follow certain guidelines.