Releasing the source files for your mod or map? Post em' here. (Applies to both SWBF1 & SWBF2)
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Deviss
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by Deviss » Mon Dec 28, 2009 4:54 pm
DarthD.U.C.K. wrote: its kitbash by DEVISS with cloth added by me, im shure DEVISS will release it soon
i can't release it because you already don't finish it or didn't tell me XD lol and yes i request cloth help for model requested by YankFan
, i believe will be his desicion of release or not, not mine XD
CodaRez
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by CodaRez » Mon Dec 28, 2009 7:49 pm
So lemme get this straight, what if you want the unit to have 2 different weapons? Would that mean u have to revert to the older version?
RogueKnight
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by RogueKnight » Mon Dec 28, 2009 8:24 pm
CodaRez wrote: So lemme get this straight, what if you want the unit to have 2 different weapons? Would that mean u have to revert to the older version?
It doesn't make a difference, the second weapon is still an addon mesh, you just don't need to adjust it anymore.
Lagomorphia
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by Lagomorphia » Mon Jan 04, 2010 1:32 pm
So will the second weapon fire too?
DarthD.U.C.K.
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by DarthD.U.C.K. » Mon Jan 04, 2010 1:46 pm
no, but it creates the half of the illusion that both weapons fire (the other half is the ordnance)
Anakin
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by Anakin » Mon Jan 04, 2010 1:52 pm
maybe you can make an update so that all realest maps/ mods can use the double wepon in the 1st perspektiv
DarthD.U.C.K.
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by DarthD.U.C.K. » Mon Jan 04, 2010 1:54 pm
0.o how should i do THAT?
Anakin
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by Anakin » Mon Jan 04, 2010 1:57 pm
Fett
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by Fett » Mon Jan 25, 2010 11:01 am
Do you think you could do the same for SWBF1?
mswf
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by mswf » Mon Jan 25, 2010 11:47 am
Fett wrote: Do you think you could do the same for SWBF1?
What's the difference? You'd just have to munge new anim sets, right? (I'm not sure, I've never modded SWBFI)
DarthD.U.C.K.
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by DarthD.U.C.K. » Mon Jan 25, 2010 1:07 pm
im 99% shure that swbf1 doesnt support new anims /baseposes but i could be wrong....
Last edited by
DarthD.U.C.K. on Mon Jan 25, 2010 1:21 pm, edited 1 time in total.
Darth_Spiderpig
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by Darth_Spiderpig » Mon Jan 25, 2010 1:14 pm
DarthD.U.C.K. wrote: I'm 99% sure
Fixed.
That would explain why I never saw any new anims in BF1.
Executer94
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by Executer94 » Tue Jan 26, 2010 3:18 pm
nice realase
and is it possible to mod that the other weapon shot too or can we just let it look like shoting?
mswf
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by mswf » Tue Jan 26, 2010 3:20 pm
I think it already works like this.
G_M_StYlEr_M
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by G_M_StYlEr_M » Tue Jan 26, 2010 4:17 pm
you sure it works with all weapons ?
What about Darth SpiderPigs Dc 15 Rifle thos works not correckt ?
mswf
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by mswf » Tue Jan 26, 2010 4:19 pm
They should though, there's nothing special to this skeleton (apart from the added weaponpoint), are you sure you set everything up right?
destructo_bot
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by destructo_bot » Tue Jan 26, 2010 4:22 pm
Dual weilding sniper rifles anyone? if that was added to theITfactors Pwfest it would be awesome! Would it work fo say, time bombs? Or rocket launchers? Grenades? Throwing two grendes at once would be a bit pointless (maybe not against vehicles) but hey, why not.
Fiodis
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by Fiodis » Tue Jan 26, 2010 4:51 pm
This just lets you hold two different weapon meshes. It does not make the left-hand one shoot, nor does it give your unit proper animations automatically.
mswf
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by mswf » Wed Jan 27, 2010 2:51 am
DarthD.U.C.K. wrote: the skeleton is the shipped one with the hardpoint "hp_weapons_1" added to the left hand.
you can use this skeleton for all units except wookies, twileks etc. since they have a custom skeleton
the pack contains:
-two munged animationsets "jango" and "calo" with my doublepistolsanims and the basepose
-the raw basepose and doublepistolanims
-a guide how to attach the left weapon and a guide how to munge an animationset with custom basepose(/)+animations (both in th readme)
KnightsFan
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by KnightsFan » Thu Jan 28, 2010 5:08 pm
Is there a way to not show the left-handed gun if you've switched to a different weapon? It looks weird holding a rifle with a pistol still in the left hand...