MagSul Posted August 23, 2015 Posted August 23, 2015 I've made a new .skin for one of the Base lightsabers, which turns aspects of the model off. I want this lightsaber to exist independently from its source, so I've placed it in a new folder structure and set it up with single player support. In game (single player) the hilt functions perfectly. In the cutscenes however, it appears exactly the same as its original Base counterpart. In multiplayer, the hilt functions fine until you throw/drop it. When you inspect the discarded hilt, it has again reverted to its Base form, rather than my .skin variant. My question is, why does this happen and what can I do to prevent it?
Circa Posted August 23, 2015 Posted August 23, 2015 Might have something to do with md3's though I think the base sabers only use GLM? Did you make a new .sab for it with new paths and all that?
MagSul Posted August 23, 2015 Author Posted August 23, 2015 Might have something to do with md3's though I think the base sabers only use GLM? Did you make a new .sab for it with new paths and all that? Yeah, does have a new .sab! The lightsaber model is a .glm, too.
AshuraDX Posted August 25, 2015 Posted August 25, 2015 add this line to your .sab file :customSkin EDIT : for my starkiller saber it seems that I have given the full path to the .skin file - not sure why but I can tell that it works Starkiller { name "Galen Marek" saberType SABER_Single saberModel "models/weapons2/w_starkiller/model.glm" soundOn "sound/weapons/saber/saberon.wav" soundLoop "sound/weapons/saber/saberhum4.wav" soundOff "sound/weapons/saber/saberoff.wav" saberLength 40 saberColor red customSkin "models/weapons2/w_starkiller/model_red.skin" }
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