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.
Addon msh questions
Moderator: Moderators
- agzilla123
- First Lance Corporal

- Posts: 135
- Joined: Sun Aug 03, 2008 11:20 am
-
Xavious
- Sith Master

- Posts: 2783
- Joined: Mon Jun 12, 2006 3:46 pm
Re: Addon msh questions
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.agzilla123 wrote:If this is indeed the case, then what else cannot be made into an addon msh?
- agzilla123
- First Lance Corporal

- Posts: 135
- Joined: Sun Aug 03, 2008 11:20 am
Re: Addon msh questions
So anything can be an addon ms as long as its made the right way?
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: Addon msh questions
...no? You can attach anything as an addon mesh. This:Xavious wrote: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.agzilla123 wrote:If this is indeed the case, then what else cannot be made into an addon msh?
...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.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?
-
Xavious
- Sith Master

- Posts: 2783
- Joined: Mon Jun 12, 2006 3:46 pm
Re: Addon msh questions
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).
- Battleffront_Conquer
- Master Sergeant

- Posts: 160
- Joined: Sat Apr 04, 2009 2:44 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: InDooRs
Re: Addon msh questions
...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.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).
Good advice for anyone
- agzilla123
- First Lance Corporal

- Posts: 135
- Joined: Sun Aug 03, 2008 11:20 am
Re: Addon msh questions
Thanks everyone. That pretty much clears up all of my questions. This thread can now be closed
- AceMastermind
- Gametoast Staff

- Posts: 3285
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Re: Addon msh questions
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.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.
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.
