You could edit the skeleton and move hp_weapons to the other hand. But it would look weird unless you mirrored every animation like Syyy said
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#2
Requests / Re: Custom Animm request for swbf 2
August 14, 2015, 11:33:32 PM
Here is the mediafire link from the thread. It is by DarthD.U.C.K.
http://www.mediafire.com/download/bbhuph42456idui/pistol_animations.rar
http://www.mediafire.com/download/bbhuph42456idui/pistol_animations.rar
#3
Requests / Re: Custom Animm request for swbf 2
August 14, 2015, 02:04:02 PM #4
Released Assets / Re: Sereja's IAT
August 12, 2015, 08:46:04 AM
Amazing work! So you used 9pose animations to get it to move? very smart and it turned out great!
#5
Released Assets / Re: Sereja's Umbara Shadow Forests Assets
August 11, 2015, 11:36:24 PM
Too bad the animation msh files are not included. I really wanted to see how Sereja did the centipede tank. It appears to be a hover that uses animations? I always assumed they were static.
#6
SWBF1 Modding / Re: Hand Switch Mod
August 11, 2015, 08:11:14 PM
are you referring to the -lefthanded msh.option parameter?
#7
Released Maps and Mods / Re: Serejas_Umbara_Shadow_Forest.rar
August 11, 2015, 12:03:29 PM
This map is amazing. The vehicles were so fun! You need to spread this map around the internet so all can enjoy it!
#8
SWBF1 Modding / Re: "Star Wars: Battlefront Expanded" Official Mod Thread
August 08, 2015, 07:22:47 PM
Yes it works for humanoid units buy keep in mind it looks weird on non standard units like droid. For those i would use the schme tool to envelope them to low res. For scaled down units i think it messes them up too ( I dont know why it would since they use normal animations).
#9
General / Re: WoW Forced Labor Camps
May 31, 2015, 07:14:13 PM
That's definitely disturbing. They were forced to play until they couldn't see and were beaten if they didn't reach their quota.
#10
SWBF1 Modding / Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
May 27, 2015, 02:30:25 PM
You should also put the scale in the odf if you are putting it in the msh option.
#11
SWBF1 Modding / Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
May 27, 2015, 09:46:09 AMQuote from: Gistech on May 27, 2015, 03:16:38 AMthis helmet is higher-res therefore may trigger the lowres flip.
I'm pretty sure that the game is set to only use 3 or 4 high res units, no matter the detail of the model. I could be wrong though. Nice work on the kitbash.
#12
General / Re: I found something very interesting
May 23, 2015, 09:32:17 PM
These are awesome, thanks for finding them. You would not have to re pose them just move the skeleton's arms a bit and make a new basepose. I might even try to convert one.
#13
SWBF1 Modding / Re: adding lowrez model to high rez without xsi?(help)
May 20, 2015, 10:15:27 AM
tirpider's schme toool can do it for you. its found on this website.
#14
Star Wars Battlefront (2004 Original) / Re: SWBF on Windows 8.1--has anyone done it?
May 11, 2015, 09:48:01 AM
I use the best of pc version installed normally. Just put battlefront.exe in compatibility mode for windows xp or else you will get really weird floaty hover vehicles.
#15
SWBF1 Modding / Re: Spec/Bumpmap Questions.
May 09, 2015, 09:59:11 PM
make sure you are editing the right material. Sometimes When I was adding specular The material I thought was right didn't work so I changed all the materials and then specular showed up.