Marker0077 Posted February 12, 2003 Posted February 12, 2003 I am doing a hilt pack for Duelers & I needed to make sure that all the blades for the hilts in the hilt pack begin & end in the same place to ensure fair gameplay. This meant figuring out how to make a perfect tag_flash which took me a few days to figure out, but here it is... Import the saber_w.glm in the "models\weapons2\saber" folder in your assets0.pk3 file into Milkshape. From there you need to rename " *flash " to " tag_flash " & " *parent " to " tag_parent ". Once that's done, select tag_flash & do this IN THIS ORDER & ONE AT A TIME (except #7)... 1) MOVE Y: -0.4, Center Of Mass 2) ROTATE Z: -91, Center Of Mass 3) ROTATE Y: 180, Center Of Mass 4) MOVE Z: -0.05, Center Of Mass 5) MOVE X: -0.35, Center Of Mass 6) ROTATE Y: -105, ORIGIN 7) ROTATE X: -.48, Center Of Mass & ROTATE Z: -.45, Center Of Mass If you have your graphics card up full blast & compare Kyles saber blade to this one, you will notice it's only off by a millimeter or 2, I did the best I could with this & I came pretty damn close. This should please even the most anal retentave person . For those of you out there that are new & could use a bit more help with Milkshape check out Caffinated Jedi Outcast Editing. I'm sure there are a bunch of you out there that should find this useful, hope it helps.
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