How do you use a AddOn MSH?

Started by {TcF}Dr.Penguin, August 27, 2012, 12:12:35 PM

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Well the title pretty much says it all, how do you use a AddON MSH? Do you need XSI? The reason I ask is because I'd like a clone with a antenna like this one http://gametoast.com/forums/viewtopic.php?f=64&t=20927 But don't know how to add it D: Please help!

You just need to edit your unit odf:
AnimatedAddon = "WINGS"

GeometryAddon = "antenna"
AnimationAddon = "imp_inf_vader_cape"
AddonAttachJoint = "bone_ribcage"
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

August 27, 2012, 02:11:30 PM #2 Last Edit: August 27, 2012, 05:26:05 PM by {TcF}Dr.Penguin
Thanks!

 I can't find it though D: I looked in the rep_inf_sharpshooters' odf for
AnimatedAddon         =

GeometryAddon         =
AnimationAddon         =
AddonAttachJoint                =

To paste that stuff in but I can not find it.

Quote from: {TcF}Dr.Penguin on August 27, 2012, 05:26:18 PM
I can't find it though D: I looked in the rep_inf_sharpshooters' odf for
AnimatedAddon         =

GeometryAddon         =
AnimationAddon         =
AddonAttachJoint                =

To paste that stuff in but I can not find it.
I don't recognize any of those lines. I would add them into the ODF, but be sure that you don't break up any of the other lines.

http://www.swbfgamers.com/index.php?topic=3647.0 Look on the modding tutorials before asking a questions.
=AaTc= Forever

SALLY....

-Retired Modder

Sorry for not understanding, but am I suppose to paste in my rep_inf_trooper ODF file?
AnimatedAddon         = "CAPE"

GeometryAddon         = "cis_inf_countdooku_cape"
AnimationAddon         = "cis_inf_dooku_cape"
AddonAttachJoint      = "bone_ribcage"

Quote from: {TcF}Dr.Penguin on August 27, 2012, 05:26:18 PM
I can't find it though D: I looked in the rep_inf_sharpshooters' odf for
AnimatedAddon         =

GeometryAddon         =
AnimationAddon         =
AddonAttachJoint                =

To paste that stuff in but I can not find it.
Quote from: ✫Şђã·Żäм✫ on August 27, 2012, 05:55:23 PM
I don't recognize any of those lines. I would add them into the ODF, but be sure that you don't break up any of the other lines.

I would.

August 28, 2012, 05:02:23 AM #8 Last Edit: August 28, 2012, 05:24:43 AM by Sereja
Sorry, I forget to say about that: you shold use lines:
AnimationAddon         =  "imp_inf_vader_cape"
for GCW, and
AnimationAddon         =  "cis_inf_dooku_cape"
for CW only.
Well, it may work's for CW too, if you past this lines in your Mission.lua:
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_darthvader");

AnimatedAddon         = "CAPE" or "WINGS" line name is dosn't matter.

Yes, you should paste all those lines in your rep_inf_trooper ODF file.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

Sorry for asking so many questions I think this will be my last, I paste this

AnimatedAddon         = "WINGS"

GeometryAddon         = "antenna"
AnimationAddon         = "imp_inf_vader_cape"
AddonAttachJoint      = "bone_ribcage"

in


[Properties]

Right under
OverrideTexture      = "rep_inf_ep3trooper1? Right?

Not sure, if it may have some matter, but if you look in to assets samples (vader or dooku odf), those lines will be in the bottom of the scroll, and ends the line script.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

You can use whatever cape or cape animation you want as long as the right files are in your side folder. The era doesnt matter. And I have not tested with wings yet..

P.S. the only stock units with addon meshes are Vader and Dooku.
=AaTc= Forever

SALLY....

-Retired Modder

Quote from: Snake on August 28, 2012, 04:45:06 PM
You can use whatever cape or cape animation you want as long as the right files are in your side folder. The era doesnt matter.
Yes, you surely may use vader cape lines for CW, if you put vader animations in to your munge folder, but it increase a size of your map, a little bit...
Beauty is, the way to perfection.

Glory to Ukraine!  :mf: