Double Weapon Skeleton (Dual Wield Animation)

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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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by Deviss »

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 :D , i believe will be his desicion of release or not, not mine XD
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by CodaRez »

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?
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by RogueKnight »

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.
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by Lagomorphia »

So will the second weapon fire too?
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by DarthD.U.C.K. »

no, but it creates the half of the illusion that both weapons fire (the other half is the ordnance)
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by Anakin »

maybe you can make an update so that all realest maps/ mods can use the double wepon in the 1st perspektiv
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by DarthD.U.C.K. »

0.o how should i do THAT?
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by Anakin »

I dont't know
Hidden/Spoiler:
8) Ich habe immer supper ideen für andere weil ich selbst keine ahnung habe :funny2:
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by Fett »

Do you think you could do the same for SWBF1?
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by mswf »

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)
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by DarthD.U.C.K. »

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.
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by Darth_Spiderpig »

DarthD.U.C.K. wrote:I'm 99% sure
Fixed. :P

That would explain why I never saw any new anims in BF1. :yes:
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by Executer94 »

nice realase

and is it possible to mod that the other weapon shot too or can we just let it look like shoting?
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by mswf »

I think it already works like this.
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by G_M_StYlEr_M »

you sure it works with all weapons ?


What about Darth SpiderPigs Dc 15 Rifle thos works not correckt ?
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by mswf »

They should though, there's nothing special to this skeleton (apart from the added weaponpoint), are you sure you set everything up right?
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by destructo_bot »

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.
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by Fiodis »

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.
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by mswf »

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)
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by KnightsFan »

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...
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