View Full Version : Perfect tag_flash for hilts using Milkshape

02-12-2003, 05:02 AM
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
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 (http://www.massassi.com/coffeestain/03.html).

I'm sure there are a bunch of you out there that should find this useful, hope it helps.