pistol in each hand? -1 reply

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Ty294

Imperial Mercanary

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29th October 2008

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#1 10 years ago

Is it possible to make a unit with a pistol in each hand? If so how?




Guest

I didn't make it!

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#2 10 years ago

Yes it is check out this video. The Republic Gunman in the SWBF Conversion Pack (2.0) has Dual Pistols. Its a little complicated to put them in your own map but if you know how to mod than it shouldn't be a problem. I don't know if the source files are released yet but if you follow this step by step guide you can put the Republic Gunman in your own map.




Ty294

Imperial Mercanary

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#3 10 years ago

Isn't this for BF2? I'm doing BF1. I'm creating a hero class for a friend and I kinda wanna know how to add these to a unit. Do you think you can post the part of the ODF for the rep gunman? You know just copy and paste? Or will that not work for BF1?




Maveritchell

SWBFFiles SA

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14th September 2007

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#4 10 years ago

Will not work for BF1. Requires a separate set of new animations that BF1 won't support.




Ty294

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#5 10 years ago

Ok thanks.




ggctuk

GF Pwns Me!

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#6 10 years ago

Incorrect assumption. I have actually seen dual DC-15s in a BF1 map before, but I guess the animations would have to be made newly. And that assumption that BF1 won't support anything BF2 is utter rubbish - the MSH format has not changed between 1 and 2 - maps can't be imported, assets can (I did - just need to get the anims in the right place now) - I know because somebody ported the Battle Over Coruscant using BF2 assets. Animations in theory should work, and I know meshes do (having imported many of them from 2 into 1)




Ty294

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#7 10 years ago

Hmm. Well, if anyone has or finds the right animations let me know.




Maveritchell

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#8 10 years ago
ggctuk;4762034Incorrect assumption. I have actually seen dual DC-15s in a BF1 map before, but I guess the animations would have to be made newly. And that assumption that BF1 won't support anything BF2 is utter rubbish - the MSH format has not changed between 1 and 2 - maps can't be imported, assets can (I did - just need to get the anims in the right place now) - I know because somebody ported the Battle Over Coruscant using BF2 assets. Animations in theory should work, and I know meshes do (having imported many of them from 2 into 1)

I'm not assuming. SWBF1 doesn't support multiple custom animation banks, which is what I said - not that SWBF1 doesn't support anything at all from SWBF2 - of course meshes and some .odf parameters work*. Why "in theory" should animations work? They're nothing at all like meshes.

(*which I know because I worked on the SWBF1 Conversion Pack.)




ggctuk

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#9 10 years ago

I have seen BF2 animations put into BF1 - like on the converted Battle of Coruscant map. So it should be possible - the method of writing the MSH files should not have changed.




Maveritchell

SWBFFiles SA

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#10 10 years ago
ggctuk;4769880I have seen BF2 animations put into BF1 - like on the converted Battle of Coruscant map. So it should be possible - the method of writing the MSH files should not have changed.

I'm talking about unit animation banks, not vehicle animations. There's a difference.




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