Vibro Sword Assets Released
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RE: Vibro Sword Assets Released
Awesome. This might and probably will be in the Trilogy Mod in one of the KotOR era maps.
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RE: Vibro Sword Assets Released
Ah sweet! Thanks!
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Do what ever you want to it!Bac-Talan wrote:Cool.
So, quick question: do we have permission to reskin it/ use only select assets from it? (like only the model, although that's about all that's there. lol)
I think that this is cool, swords are always cool though.
I even get to go stick people with them tonight! Fencing! W00t!
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Yeey! :twisted: :emp:Vyse wrote:Do what ever you want to it!
*Tries to think up a very evil and cunning plan involving worlddomination and these vibrosword assets*
Gah. I give up.
*Tries to think of something evil or inappropriate that can be done with these assets*
Hmm... Never mind. It's just not my day I guess
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lol, I knew someone would do that!The_Emperor wrote:Yeey! :twisted: :emp:Vyse wrote:Do what ever you want to it!
*Tries to think up a very evil and cunning plan involving worlddomination and these vibrosword assets*
Gah. I give up.
*Tries to think of something evil or inappropriate that can be done with these assets*
Hmm... Never mind. It's just not my day I guess
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The ReadMe wrote:By: Vyse
Webiste: http://www.zeldafront.co.nr
Special Thanks:
Glory To The King Of Kings And Lord Of Lords Jesus Christ!!!
Have fun with the mesh!
I tried to make that the model for a weapon and failed, please help, here is my odf:
this is based from a functional file in my magic mod, please help![WeaponClass]
ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"
[Properties]
ExplosionName = "all_weap_magicsword_lightshadowmastery_exp"
GeometryName = "all_weap_inf_vibroblade"// I changed the name to //see if it would help
ComboAnimationBank = "human_sabre melee all_weap_magicsword"
DeflectEffect = "all_sfx_inf_magicshield"
DeflectSound = ""
FirePointName = "hp_fire"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "lightshadowsabre"
//LightSaberTrailColor = "240 250 45 128"
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It's not showing in game for me either... it shows in the hudtag but not carried by my trooper?
Code: Select all
[WeaponClass]
ClassLabel = "melee"
//ClassParent = "com_weap_inf_lightsaber"
GeometryName = "Vibroblade.msh"
[Properties]
GeometryName = "Vibroblade"
ComboAnimationBank = "human_sabre melee gam_inf_axe"
FirePointName = "hp_fire"
HUDTag = "hud_lightsaber"
RoundsPerClip = "0"
ReloadTime = "0.0"
LockOnRange = "60.0"
LockTime = "0.4"
AutoAimSize = "1.0"
MinRange = "0"
OptimalRange = "2.0"
MaxRange = "4"
I solved it
1. place the files in your sides msh folder
2. rename vibroblade.msh to "all_weap_inf_vibroblade.msh"
then use this odf:
1. place the files in your sides msh folder
2. rename vibroblade.msh to "all_weap_inf_vibroblade.msh"
then use this odf:
I am 99% sure that this will work, my working sword had an explosion and custom effects which I removed from this post[WeaponClass]
ClassLabel = "melee"
GeometryName = "all_weap_inf_vibroblade.msh"
[Properties]
GeometryName = "all_weap_inf_vibroblade"
ComboAnimationBank = "human_sabre melee * *"
// ^put your .combo file //here
DeflectEffect = "com_sfx_sabredeflect"
DeflectSound = "imp_weap_lightsabre_deflect"
FirePointName = "hp_fire"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "lightshadowsabre"
//LightSaberTrailColor = "240 250 45 128"
HUDTag = "hud_lightsaber"
RoundsPerClip = "0"
ReloadTime = "0.0"
LockOnRange = "60.0"
LockTime = "0.4"
AutoAimSize = "1.0"
MinRange = "0"
OptimalRange = "2.0"
MaxRange = "4"
HitEffect = "com_sfx_sabrehit"
AddHitEffect = "com_sfx_bif" // hooya
AddHitEffect = "com_sfx_zap"
AddHitEffect = "com_sfx_blammo"
AddHitEffect = "com_sfx_pow"
HitSound = "imp_weap_lightsabre_hit"
OnSound = "com_inf_saber_ambient"
TurnOnSound = "com_inf_saber_on"
TurnOffSound = "com_inf_saber_off"
MuzzleFlash = "med_muzzle_flash"
Discharge = "med_smoke_effect"
AutoTurnScreenDist = 0.05
AutoPitchScreenDist = 0.2
ShieldScale = "5.0"
HealthScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
ArmorScale = "1.0"
VehicleScale = "1.0"
BuildingScale = "1.0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"