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View Full Version : Freakin' Blades...


Marius Fett
09-05-2009, 05:47 PM
Well, here I am, minding my own business, modeling a saber hilt for myself to use. Everything's lovely, everything's fine, I export the model and make a few copies of it, so that i'm not stuck with one blade colour and then I make the necessary edits to get the different blade colours.

So there I am, in my game checking that all the sabers work ok and that I didn't miss anything and my blue saber doesn't work properly!

Oh sure, it's useable, and it has a blade. The problem is, the blade aint blue! It's the colour of whatever saber I equipped last was! I've tried numerous ways of fixing this, but each time with the same result. I've checked the model file and everything is peachy in there too. It just doesn't make sense!

I'm out of idea's as to what to do, so does anyone have a suggestion?

jonathan7
09-05-2009, 05:54 PM
I'm out of idea's as to what to do, so does anyone have a suggestion?

Stop taking whatever freakin' drugs your own :xp:

On a more serious note, is the blade colour a custom .tga? If so have you double checked how many pixels you saved it as. I'm thinking maybe you accidentally saved it as something else, so the game doesn't have a readable texture for the blue, so is defaulting back to the lightsabre you just had...

Marius Fett
09-05-2009, 06:04 PM
Nope, it's using the default blue blade texture.

Drunkside
09-06-2009, 07:12 AM
I have met this problem before... Maybe. Actually if you unequip all items and put them back on it should work. At least it did for me. And with a new save game it worked fine. Dont know if this is the exact same problem though...

jonathan7
09-06-2009, 08:54 AM
As I said in Skype, have you checked the RAM usage at the time, I'm just thinking its a rather random error, so perhapas low memory could be causing it.

deathdisco
09-07-2009, 12:31 AM
The problem is the reference to the model name in the .mdl file. Check with a hex editor. The reference to the model name(in the .mdl) must match the model name. This should be the first instance of w_Lghtsbr_00X you see in a hex editor.

IE: If you based your model off of the blue saber model and named it mft_model_001.mdl,
in a hex editor change the first instance of w_Lghtsbr_001 to mft_model_001.