Textures problem + Weapon problem

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
Indytotof
Chief Warrant Officer
Chief Warrant Officer
Posts: 348
Joined: Fri Jun 06, 2014 6:58 am
Projects :: SWBF2 Sides Overhaul Mod
Games I'm Playing :: Battlefront 2
xbox live or psn: No gamertag set
Location: Senlis, France

Textures problem + Weapon problem

Post by Indytotof »

Hello modders and mappers, here is Indytotof !

I've gone with a new project: doing an accurate Bounty Hunter Asajj Ventress with her helmet so first of all, I've imported, using mshedit, the belt and the pad from Kyle Katarn (find in the BFX assets) to the Conversion Pack JKA Asajj Ventress model successfully and I want to see how it will be on SWBFviewer and here is what I've got:
Hidden/Spoiler:
Image
After you asked it, yes it's normal if Ventress herself (not the added pad and belt) is completely white, her own textures aren't on my "mshedit" folder, but the jedi_extras.tga (textures for the pad and belt) are on this folder. And when I checked the "cis_hero_ventress.msh" and search for "jedi_extras.tga", nothing is found on the .msh...

So there is my question: how can I add the jedi_extras.tga ? Did I have to used XSI (since I've some experience now, It won't be that difficult) or something else ?

I've also another problem. I've wanted to add a lightsaber to a non-jedi unit and when I do that, all the weapons located on the second channel (thermaldetonators, or mines for exemple) cannot be used by the unit..

Is there a way to fix this (the unit have a lightsaber and can used all his weapons) ?

Thanks for all.
Post Reply