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Replacing a Lightsaber - Solved
Posted: Wed Apr 11, 2007 7:12 pm
by Galactic_Marine
Well, as you might know, I'm working on a mon calamari map, and I want to give the quarren natives tridents. I plan to replace the lightsaber with a trident to achieve this. Well, apparently, it's not working. I tried replacing the cis_weap_inf_lightsabre.msh with my mesh (and renamed it of course) and put in my own texture, but ingame, my quarren officer has no lightsaber at all. Am I missing something?
RE: Replacing a Lightsaber
Posted: Wed Apr 11, 2007 8:31 pm
by Jawa_Killer
i'd rename the msh/odf to a completly new thing.......because if you change shipped things just by renaming them the game OFTEN has conflicts and uses either the shipped thing or nothing or with luck yours

Posted: Wed Apr 11, 2007 8:58 pm
by Galactic_Marine
I renamed the lightsaber odf to cis_weap_trident and the mesh to cis_weap_inf_trident (and changed the callings in the all the odfs) but I still have the same problem. Btw, should this be in the xsi forum or bf2 modding? Cause it could be an xsi problem as well...here's what I have in xsi: a null, dummyroot, with hp_active under it. Under that is my mesh along with hp_fire.
Posted: Wed Apr 11, 2007 9:18 pm
by Darth_Z13
Check out somen00b's post
here. Replace the vibrosword .msh name with yours

.
Posted: Wed Apr 11, 2007 9:44 pm
by Galactic_Marine
W00t!! I got it to work! Case solved:

Posted: Thu Apr 12, 2007 2:43 am
by Jawa_Killer
i'd make the trident bigger

but looks nice

Posted: Thu Apr 12, 2007 3:31 am
by Galactic_Marine
Well, it is at an angle
