View Full Version : OJP Visual Weapons Model Format *all please read*
03-04-2004, 12:13 PM
The OJP is currently placing in some code to make non-active weapons show.
To do this we're adding in new tags to the models.
If you want your models to incorporate this new feature your going to want to add these tags in.
This is an example of what I mean.
It should be pretty obvious where I put the tags and how there orientated but if there's any doubt I'll put submitting an xsi with the new tags already placed to the OJP repository.
03-06-2004, 12:04 PM
MMM, next model...Perfectly weighted. Luckily I learned some tricks from an old artist friend who got me into Multimedia. The fingers aren't done and I may need to tweak the tags. But here are the pics.
03-09-2004, 09:04 AM
I have the Max4.2 file, xsi, and model zipped up for any that want it to help with their own models.
I also gave it too Razor Ace to up to the OJP repository.
blaster2 (for dual blaster mods)
Golan (because its so big and would clip if attached to the launcher tag)
03-09-2004, 09:24 AM
I thought the tag surfaces were named holster_(weapon)? Maybe they are named differently when you create them....
The ones that I implimented are:
holster_saber (saber1 - not including two handed sabers)
holster_staff (two handed sabers)
holster_blaster (pistols, blaster, demp 2)
holster_blaster2 (second blaster holster slot)
holster_launcher (disruptor, concussion, repeater)
holster_golan (rocket launcher)
03-09-2004, 09:50 AM
Heh, the bolt_ part gets stripped when you compile it. it turns into *holster_whatever.
03-09-2004, 01:30 PM
If I ever get around to finishing my mod, that'd definitely be in it.
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