How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.
I'm pretty sure the jetpack is just a simple mesh, nothing special. All you need to do is add lines in the .odf of the unit to give it the ability to use the jetpack and add lines for the effects. I'm almost certain that that's all there is to it.
EDIT: look in the republic jettroopper .odf to find the lines i'm am talking about.
1: create your model and texture it
2: create a lowrez, shadowvolume, and collision
3: export
4: attach it to a bone on your unit in the .odf
5: add the jetpack lines in your units .odf
6: make a new jetpack effect if needed
7: munge
8: play
9: take screenies
10: share with us lol.
The 10th point from pingwings post is the most important one.
Can't it be done by having some add-on msh of a jetpack attached onto a bone of an existing model? That'd save our coda here a lot of work But I dunno if thats possible. How did (sorry but uhm) Veritus do that with his Ryloth clones?
FYI, geometry addons don't work with jet hovertypes. I've tried multiple times and numerous ways, to no avail. If someone can prove me wrong, I'd be happy, but AFAIK, it's not possible.
I'm not entirely sure if there is more than one type of AnimatedAddon (and therein may lie the solution to adding a jetpack that doesn't disappear in jet mode), but with the headpiece addon you can basically add it anywhere, provided you position it correctly, relative to the origin, in XSI. I believe the origin represents the bone you're adding it to.
-_- wrote:I'm pretty sure you'll need to add hp's to attach the effects as well.
Do we know what those hp's need to be called? Cause the .odf doesn't reference a specific hp to add the effect to. It looks more like there's some convention, although I don't know we know what that is.