Vibro Sword Assets Released

Releasing the source files for your mod or map? Post em' here. (Applies to both SWBF1 & SWBF2)

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Vyse
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Vibro Sword Assets Released

Post by Vyse »

Vibro Sword Released.

There ya go folks! Enjoy!

Download Link:

MediaFire
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arty
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RE: Vibro Sword Assets Released

Post by arty »

Awesome. This might and probably will be in the Trilogy Mod in one of the KotOR era maps.
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RE: Vibro Sword Assets Released

Post by The_Emperor »

Ah sweet! Thanks!
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Gogie
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Post by Gogie »

*tear* you are my hero!
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Post by Bac-Talan »

Cool.
So, quick question: do we have permission to reskin it/ use only select assets from it? (like only the model, although that's about all that's there. lol)

I think that this is cool, swords are always cool though.
I even get to go stick people with them tonight! Fencing! W00t!
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Post by Xavious »

Awesome, will go great with the Star Forge. Thanx!
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Post by Vyse »

Bac-Talan wrote:Cool.
So, quick question: do we have permission to reskin it/ use only select assets from it? (like only the model, although that's about all that's there. lol)

I think that this is cool, swords are always cool though.
I even get to go stick people with them tonight! Fencing! W00t!
Do what ever you want to it! ;)
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Post by The_Emperor »

Vyse wrote:Do what ever you want to it! ;)
Yeey! :twisted: :emp:

*Tries to think up a very evil and cunning plan involving worlddomination and these vibrosword assets*

Gah. I give up.

*Tries to think of something evil or inappropriate that can be done with these assets*

:cry: Hmm... Never mind. It's just not my day I guess :(
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Post by Vyse »

The_Emperor wrote:
Vyse wrote:Do what ever you want to it! ;)
Yeey! :twisted: :emp:

*Tries to think up a very evil and cunning plan involving worlddomination and these vibrosword assets*

Gah. I give up.

*Tries to think of something evil or inappropriate that can be done with these assets*

:cry: Hmm... Never mind. It's just not my day I guess :(
lol, I knew someone would do that! :lol:
deathborn99

Post by deathborn99 »

For some reason my computer says "System cannot find the file specified" for the readme. If anyone wants to, can someone post the readme? I'd appreciate it much.
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Post by Xavious »

There's not much in the ReadMe....
deathborn99

Post by deathborn99 »

Well.......I was just wondering. :?
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Post by Xavious »

The ReadMe wrote:By: Vyse

Webiste: http://www.zeldafront.co.nr

Special Thanks:
Glory To The King Of Kings And Lord Of Lords Jesus Christ!!!

Have fun with the mesh!
deathborn99

Post by deathborn99 »

Ahhhhhhhhh. Thank you, just wanted to know.
somen00b

Post by somen00b »

I tried to make that the model for a weapon and failed, please help, here is my odf:
[WeaponClass]

ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]

ExplosionName = "all_weap_magicsword_lightshadowmastery_exp"

GeometryName = "all_weap_inf_vibroblade"// I changed the name to //see if it would help
ComboAnimationBank = "human_sabre melee all_weap_magicsword"

DeflectEffect = "all_sfx_inf_magicshield"
DeflectSound = ""

FirePointName = "hp_fire"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "lightshadowsabre"
//LightSaberTrailColor = "240 250 45 128"
this is based from a functional file in my magic mod, please help!
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Post by t551 »

I think that GeometryName needs to come first.

Also, the fact that it is being parented by the lightsaber class may have something to do with it. Try copying the contents of that file to yours, and then changing any relevant geometry calls.
Big_rich

Post by Big_rich »

It's not showing in game for me either... it shows in the hudtag but not carried by my trooper?

Code: Select all

[WeaponClass]

ClassLabel          = "melee"
//ClassParent         = "com_weap_inf_lightsaber"
GeometryName        = "Vibroblade.msh"
[Properties]

GeometryName        = "Vibroblade"
ComboAnimationBank  = "human_sabre melee gam_inf_axe"

FirePointName    = "hp_fire"

HUDTag              = "hud_lightsaber"
RoundsPerClip       = "0"
ReloadTime          = "0.0"

LockOnRange         = "60.0"
LockTime            = "0.4"
AutoAimSize         = "1.0"

MinRange            = "0"
OptimalRange        = "2.0"
MaxRange            = "4"
somen00b

Post by somen00b »

I solved it :D

1. place the files in your sides msh folder
2. rename vibroblade.msh to "all_weap_inf_vibroblade.msh"
then use this odf:
[WeaponClass]

ClassLabel = "melee"
GeometryName = "all_weap_inf_vibroblade.msh"
[Properties]

GeometryName = "all_weap_inf_vibroblade"
ComboAnimationBank = "human_sabre melee * *"
// ^put your .combo file //here

DeflectEffect = "com_sfx_sabredeflect"
DeflectSound = "imp_weap_lightsabre_deflect"

FirePointName = "hp_fire"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "lightshadowsabre"
//LightSaberTrailColor = "240 250 45 128"

HUDTag = "hud_lightsaber"
RoundsPerClip = "0"
ReloadTime = "0.0"

LockOnRange = "60.0"
LockTime = "0.4"
AutoAimSize = "1.0"

MinRange = "0"
OptimalRange = "2.0"
MaxRange = "4"

HitEffect = "com_sfx_sabrehit"
AddHitEffect = "com_sfx_bif" // hooya
AddHitEffect = "com_sfx_zap"
AddHitEffect = "com_sfx_blammo"
AddHitEffect = "com_sfx_pow"

HitSound = "imp_weap_lightsabre_hit"
OnSound = "com_inf_saber_ambient"
TurnOnSound = "com_inf_saber_on"
TurnOffSound = "com_inf_saber_off"

MuzzleFlash = "med_muzzle_flash"
Discharge = "med_smoke_effect"

AutoTurnScreenDist = 0.05
AutoPitchScreenDist = 0.2

ShieldScale = "5.0"
HealthScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
ArmorScale = "1.0"
VehicleScale = "1.0"
BuildingScale = "1.0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
I am 99% sure that this will work, my working sword had an explosion and custom effects which I removed from this post
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