All-Purpose Request Thread (Mk. IV)
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Noobasaurus
- Droid Pilot Assassin

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Re: All-Purpose Request Thread (Mk. IV)
Anyone know of a good custom/stock prop that could be used on the side of a mountain for a "slowly raising" path?
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Slime615
- Lieutenant General

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Re: All-Purpose Request Thread (Mk. IV)
Can someone please Edit the Genosian Turret Blaster effects, so that they are the same but red? Thanks.
I tried it, but cant get it quite right...
I tried it, but cant get it quite right...
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Noobasaurus
- Droid Pilot Assassin

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Re: All-Purpose Request Thread (Mk. IV)
You could edit the .fx file and set all of the RBGA values to 255, 0, 0, and whatever alpha.Slime615 wrote:Can someone please Edit the Genosian Turret Blaster effects, so that they are the same but red? Thanks.
I tried it, but cant get it quite right...
- Delta-1035
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Re: All-Purpose Request Thread (Mk. IV)
Can someone please make an animation set that has all the mace windu anims but replace the block and standing anims with the block anim of darth maul? Thanks anyway.
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Slime615
- Lieutenant General

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Re: All-Purpose Request Thread (Mk. IV)
That would be awesome. please let me know if someone manages this.Can someone please make an animation set that has all the mace windu anims but replace the block and standing anims with the block anim of darth maul? Thanks anyway.
Can someone please make an animation set that has all the mace windu anims but replace the block and standing anims with the block anim of darth maul? Thanks anyway.
- Cerfon Rournes
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Re: All-Purpose Request Thread (Mk. IV)
Here you go.Delta-1035 wrote:Can someone please make an animation set that has all the mace windu anims but replace the block and standing anims with the block anim of darth maul? Thanks anyway.
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Slime615
- Lieutenant General

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Re: All-Purpose Request Thread (Mk. IV)
can someone please take the Stock Storm trooper and its Animations, and scale them to 2.5 times their usual size?
I have attempted this time and time again, but for some reason the skeleton does not change. I added the lines:
SkeletonRootScale = "2.5"
SkeletonRootScaleLowRes = "2.5"
CollisionRootScale = "2.5"
TO the unit ODF and added the /scale 2.5 to the Munge, however, still the unit refuses to become correctly scaled - It endeds up crushed in on itself and seems to float in the air a bit as it walks.
Can some one please make a Storm trooper set, (Animations, etc) and the corrected odf (If the problem lies within the ODF) to correct this issue?
Thanks.
I have attempted this time and time again, but for some reason the skeleton does not change. I added the lines:
SkeletonRootScale = "2.5"
SkeletonRootScaleLowRes = "2.5"
CollisionRootScale = "2.5"
TO the unit ODF and added the /scale 2.5 to the Munge, however, still the unit refuses to become correctly scaled - It endeds up crushed in on itself and seems to float in the air a bit as it walks.
Can some one please make a Storm trooper set, (Animations, etc) and the corrected odf (If the problem lies within the ODF) to correct this issue?
Thanks.
- DarthD.U.C.K.
- Master of the Force

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Re: All-Purpose Request Thread (Mk. IV)
you cant scale something below 0.5/above 2, that mess up collision and some more things.
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Slime615
- Lieutenant General

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Re: All-Purpose Request Thread (Mk. IV)
Did I say 2.5? I meant 1.5 sorry for the confusion.
- DarthD.U.C.K.
- Master of the Force

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Re: All-Purpose Request Thread (Mk. IV)
did you add the scale to the msh.option?
i assume that you have the skeletonvalues with 1.5 rather than 2.5 in the odf.
also, are you sure the stormie uses the animationset?
i assume that you have the skeletonvalues with 1.5 rather than 2.5 in the odf.
also, are you sure the stormie uses the animationset?
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Slime615
- Lieutenant General

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Re: The "Help me find a known PRE-EXISTING asset" topic (II)
Addeding this line:
-scale 1.5?
yep did that. And yes the skeleton values are correct.
Also, I onlu used the Stock Human animations, so I assume that the stromie is useing that set, I made sure to add that, but It is intended to be identical to the stock apart from size...
I am sure it uses the animations... I cant think what the problem is...
Maybe this will help the diagnostics:
EDIT
Was a Clean JKA Swamp trooper from this thread DEVISS's Assets UPDATE 31 October 2010 ever released? One without the battle damage?
http://www.gametoast.com/forums/viewtop ... 64&t=24475
-scale 1.5?
yep did that. And yes the skeleton values are correct.
Also, I onlu used the Stock Human animations, so I assume that the stromie is useing that set, I made sure to add that, but It is intended to be identical to the stock apart from size...
I am sure it uses the animations... I cant think what the problem is...
Maybe this will help the diagnostics:
Hidden/Spoiler:
EDIT
Was a Clean JKA Swamp trooper from this thread DEVISS's Assets UPDATE 31 October 2010 ever released? One without the battle damage?
http://www.gametoast.com/forums/viewtop ... 64&t=24475
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kinetosimpetus
- Imperial Systems Expert

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Re: All-Purpose Request Thread (Mk. IV)
Can anyone hex edit a couple parts onto a model for me?
- Firefang
- Major

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Re: All-Purpose Request Thread (Mk. IV)
I cankinetosimpetus wrote:Can anyone hex edit a couple parts onto a model for me?
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Slime615
- Lieutenant General

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Re: All-Purpose Request Thread (Mk. IV)
I have recently been attempting to create custom Icons for my new weapons/Force powers.
I have used the hud_Poision model as a template.
The Icons are now working, and in the right place.
However, they are still green, dispite the modification to the Option file. This is something to do with the vertexcolors that were applied in xsi.
Could someone please make a Msh, identicle in size and shape to the hud_Poison msh, but without that wierd Green tinge?
With that I could finaly get this part of my project finished.
I have used the hud_Poision model as a template.
The Icons are now working, and in the right place.
However, they are still green, dispite the modification to the Option file. This is something to do with the vertexcolors that were applied in xsi.
Could someone please make a Msh, identicle in size and shape to the hud_Poison msh, but without that wierd Green tinge?
With that I could finaly get this part of my project finished.
- DarthD.U.C.K.
- Master of the Force

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Re: All-Purpose Request Thread (Mk. IV)
no, problem. i can do that
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Slime615
- Lieutenant General

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- DarthD.U.C.K.
- Master of the Force

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Re: All-Purpose Request Thread (Mk. IV)
here you go Hud icons
ive also included a simple square in the same dimensions as the poisonicon with hardedged transparency so that the icon can have any shape.
ive also included a simple square in the same dimensions as the poisonicon with hardedged transparency so that the icon can have any shape.
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kinetosimpetus
- Imperial Systems Expert

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Re: All-Purpose Request Thread (Mk. IV)
AQT already got me on Xfire. Thanks anyway.Firefang wrote:I cankinetosimpetus wrote:Can anyone hex edit a couple parts onto a model for me?
- SpartanA259
- Captain

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Re: All-Purpose Request Thread (Mk. IV)
Would someone be willing to make a Springfield 1903 Sniper Rifle for me?
Hidden/Spoiler:
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Marth8880
- Resistance Leader
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Re: All-Purpose Request Thread (Mk. IV)
I might, if I manage to find time away from the Mass Effect Mod.
