You just move all the odfs and msh of the tentacles from the all folder to the folder your editing.
These files are:
Then skin them if you want to (all_inf_wookie.tga)all_inf_wookie_dreads1.odf
all_inf_wookie_dreads2.odf
all_inf_wookie_dreads3.odf
all_inf_wookie_dreads4.odf
all_inf_wookiedreads.msh
all_inf_wookie.tga
Open up the Wookie dreads ODFs
Code: Select all
[GameObjectClass]
ClassLabel = "cloth"
[Properties]
attachedmesh = "all_inf_wookie"
CrossConstraint = 0
ParticleMass = 2.0Next you have to make a all_inf_wookiedreads.msh.option with Notepad.
( I just opened the all_inf_wookie.msh.option and copyed everything from it and pasted it in the the one your making.) Then Add -scale0.65 so it looks like this
Code: Select all
-nocollision -keepmaterial override_texture -scale 0.65Munge your side and your done.[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "rep_inf_ep3obiwan.msh"
[Properties]
AISizeType = "HOVER"
GeometryName = "rep_inf_ep3obiwan"
GeometryLowRes = "rep_inf_ep3obiwan_low1"
AnimationName = "obiwan"
ClothODF = "rep_inf_ep3obiwan_skirt"
//ClothODF = "all_inf_wookie_dreads1"
//ClothODF = "all_inf_wookie_dreads2"
//ClothODF = "all_inf_wookie_dreads3"
//ClothODF = "all_inf_wookie_dreads4"
// the cool bit - Mike Z
AnimatedAddon = "DREADS"
GeometryAddon = "all_inf_wookiedreads"
AddonAttachJoint = "bone_head"
NumTentacles = "4"
BonesPerTentacle = "5"
TentacleCollType = "1"
JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0
CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions
WEAPONSECTION = 1
WeaponName1 = "rep_weap_lightsaber_obiwan"
WeaponAmmo1 = 0
WEAPONSECTION = 2
WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1
WEAPONSECTION = 3
WeaponName3 = "com_weap_inf_force_push"
WeaponAmmo3 = 0
WeaponChannel3 = 1
//SOUND
SndHeroSelectable = ""
SndHeroSpawned = "hero_obiWan_spawn"
SndHeroDefeated = "hero_obiWan_exhausted"
SndHeroKiller = "hero_obiWan_exhausted"
VOSound = "rep_off_response_hero_command SC_Follow"
VOSound = "rep_off_response_hero_command SC_StopFollow"
VOSound = "rep_off_response_hero_command SC_VehicleWaitUp"
VOSound = "rep_off_response_hero_command SC_GetIn"
VOSound = "rep_off_response_hero_command SC_GetOut"
VOSound = "hero_obiWan_AcquiredTarget AcquiredTarget"
VOSound = "hero_obiWan_KillingSpree4 KillingSpree4"
VOUnitType = 190
SoldierMusic = "rep_hero_ObiWan_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
//ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "rep_inf_soldier"


