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How to remove 'weapons' from unit models..(razorclawX)

07-14-2003, 08:09 PM#1
FF_Behemoth
What I want is a short tut on how to remove the default "weapon" model that each unit currently posses. I need this because I will be using custom weapons made by RazorclawX, creator of Wander of Soceria and Keys of sealing. I know this can be done caz the freebie "weapons" have the default weapons removed. (I think I need to edit the actual model itself, if so im willing to do so.)

RazorclawX: if your reading this, I also need to ask how to edit the "jump" custom skill that you've made. I was able to correctly change the spell id and unit id to fit my character, but somehow the dmg that it does (currently 400ish and 200-300splash dmg) remains; Ive changed spell id to 'ACtb' (the spell id for hule boulder) changed range, mana cost, dmg,etc.. range and mana cost seems to work to the desired effect that I've set to. However, the dmg still do 400ish splash. <--- I need to change this.

My map is nearly finished!! 2 more week hopefully.
and I would Creadit you of course RazorclawX for the jump skill
07-20-2003, 07:18 PM#2
FF_Behemoth
a week gone by. no1 knows??? bump..

My map is nearly finished!! 1 more week hopefully.
07-20-2003, 07:22 PM#3
Fragmentation
yea edit the model
07-20-2003, 08:09 PM#4
Iceybro
If I were you I would try posting at his website(campaigncreations) and at battle.net, he usaully browses those forums more than these.

To your question, I think if you use the alpha channel in editing the skin you could make the weapon invisable and attach the other weapon over it using special affects.