Thanks man. That was cool. Hey heres an idea... It would be cool to have a normal version of this mod, then maybe a cell shaded one, then maybe a kind of steampunk version of the textures n shaders. Maybe not steampunk, but like, a more Earth based materials version. With chrome and rusted metal on the TIE and what not. That would be ideal to be able to choose what version you want to play. Or perhaps download. Maybe just release it in 3 versions as to not kill DL time. Just some ideas. Maybe I can recruit a good reskinner. OH! on another side not... I figured out Kazdan last night. I will be remodelling his arms, hands, legs, and feet first though. I found a way to have him operate "correctly" and still not break MP compatibility. I was playing around with him last night, and rigged his mesh to a basic skele, the repositioned him to match the rancor skele. it was a pretty decent fit. So, since I can add tags to mesh and not break MP(like I did with rancors), I will rig his backpack to the jka skele with a bolt_driver in the correct spot. Compile, then create a .veh from it using the _humanoid animations.cfg and _humanoid.gla as the animations. All I would have to do is add in the rider anim commands to his animations.cfg for a swoop or something and rearrange the anim frames to match _humanoid ones. Then I will rig kazdan to the rancor skele with r_hang and l_hang tags. Then I will add in commands to the rancor animations.cfg from the _humanoid animations.cfg so it has swoop riding anim slots and rearrange the animation frames accordingly. Script him to use the backpack as a .veh MP compatible Then I will only have to fix his anims for while hes riding the backpack. He wont really need any attack anims or anything he is too tiny to weild his big ass saber without the backpack. Even if you did want him to have non-backpacked attacks youd just add em into his animations.cfg then animate em merge the glas and yer good. First him and his backpack will go through a make-over. i have a sort of syllabus though, and I want the first cutscene, the menus, starkiller, and the tie facility done first. So I will have to wait a while for him. Right now I have 1 more map object I will most likely be building today, until I am at the hangar. Then i am deciding what to do with the lambda shuttle crash. It would be ideal to be able to as soon as you get to the hangar door, you see the lambda come in and crash through that window on your right via triggers, waypoints, and efx files. But Im not sure yet. Ill be designing the last map object up to the door and the door texture today most likely. *TIE Facility spoiler* (I'll warn you if I'm about to spoil the storyline or anything) It would also be number 1 to get a piece from all of my main influences and friends in here. As I've stated Katanamaru, AshuraDX, are already contributing. Something as small as a saber or texture just to pay a lil homage to you guys and gals. Incorporated in the menu system will be a "Trophy" section where you can view models, as well as a "Gallery" where you can see the progress of the mod's completion. I'm also going to have a Credits/Thank You portion for all the supporters. The game will have an easy access pause menu about 1/4 of the size of the screen when you press esc that will have SAVE LOAD OPTIONS CHEATS EXTRAS QUIT.The EXTRAS menu will go back into the rogue shadow map as a menu for sabers, styles, costumes, cheats, etc. via various triggers placed around the ship which trigger cvar changes