Shazaam06
Member
posted 04-30-12 11:11 PM
EDT (US)
201 / 212
Hey all,
I was wondering if anyone could tell me how to modify the weapon a soldier is holding. I reskinned a unit, but want it to hold a different weapon. I'm making macemen from the Royal Atl-Atls, but they still carry a spear. Is there a way I can reskin the weapon to look like something else? Thanks
Shazaam
Shazaam06
Member
posted 05-01-12 07:29 PM
EDT (US)
203 / 212
ok Super thanks, but I still would like to know if I can mod a weapon skin. I see a BH3 file for a "knightsword" but don't see a .tga to go with it, is it possible to reskin the weapon? One more question, is there a way to convert .BH3 files to a format that I can open in 3Ds Max 5? Sorry for the the questions, I'm just trying to graduate from the level of super noob to the level of a novice.
Thanks,
Shazaam
Wadis10
Member
posted 05-02-12 04:49 PM
EDT (US)
206 / 212
If I were you I couldn't be bothered cutting it down, it won't make a difference for one model unless you built 500 in a game and have a really slow computer. You can just have reduced polycounts on your future models, and I think that will be fine.
Shazaam06
Member
posted 05-02-12 09:43 PM
EDT (US)
208 / 212
Alright, so I created a new entry in the effects_graphics.xml that looks like this <AMMO name="MedievalMace" puncture="0" puff="0" explosive="0" missile="0" flame="0" texture=".\art\medievalmace1.tga" model=".\art\barbarian_sword.bh3" renderstate="Ammo Blend"/>. Trying to use the barbarian sword for my model until I've had the chance to make a model in 3Ds Max. However when I load the game it gave me this error "Bill! You need to define this ammo type". Does anyone know how I would define an ammo type? I was so close to having a semi good looking maceman.
Thanks for the help,
Shazaam
Shazaam06
Member
posted 05-03-12 11:22 PM
EDT (US)
210 / 212
Yes i made it a melee unit, it is a fully functional unit in the game, but the mace he holds looks more like a skinny sword. So my previous post was about me trying to add a new weapon that I could just attach using "Existevent" in the unit_graphics.xml similar to how the Solduri 2 handed sword is not a part of the model or the skin, but added in after the fact. So does anyone know how to define an ammo type?