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Need help finding certain textures...


Cloud333

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Malak’s saber uses the short saber hilt texture because his model is the short hilt with a really long blade and red default texture blade

 

swpc_tex_gui > F folder [ for feats ]

 

swpc_tex_tpa.erf > W folder [ for weapons ] w_ShortSbr_001

 

and w_lsabrered01

 

hope this helps

 

svösh

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Thanks for the quick reply :)

 

I ment the feats animation texture btw. I found some of them in swpc_tex_tpa.erf > F they are listed as FX_<name>. Ive looked through all of them and havent found the power attack texture.

Unless its the fire one, but even if it is wheres the rest of it?

 

Doesnt make sence, unless half of it is in those animation files that I hear no one can access. But if thats true why are there almost complete textures for say lightning or such?

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Take a look at animation.2da I don't know but this might help look for the texture related to master power attack if there is one.

 

The rest of it, or all of it, I have a theory on that.

When modeling a new sword the last step is to add an aroura tri mesh modifier this is needed for the game to properly view your model , and of use specific properties, alpha setting , and glow drop shadow , fade ect... However just like the Bullet hook used on a gun, it’s the helper object for the Sniper laser beam and projection of the targeting screen. The aroura tri mesh box is also the bounding box that the master power attack Particle’s show in, I know this because once one of my models had a dose of miracle grow :p and it was apparent where the particles stopped.

This image http://svoshsphotos.fotopic.net/p7844473.html the jedi in the background wielding the worlds largest quad blade sword ever :p you can see the particles are no longer then the length my model should have been, and the length the aroura tri mesh bounding box stayed at.

 

I would say you are looking for an fx image that looks like a bunch of spots , but when mapped to particles in 3d gives the effect we all know . Or it is all 3d driven no image need just differing amounts of particle density and colour for each level of effect.

 

svösh

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