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Unarmed models?

08-11-2003, 04:52 AM#1
ChewieTobbacca
You know I could've sworn somebody had made a few models without weapons.

Because with the TFT editor and all, you can easily add in weapons models, armor models, etc. So I was thinking - why not just add weapons and shields and what not through ingame ability art attachments - so you can have an orc wielding an axe, another one wielding a sword, one with a dagger, etc.

Hmm i know this was brought up somewhere as well - anyone happen to know if that thread is still around or if the models were still around?
08-11-2003, 06:45 AM#2
Metroid
I know what your talking about, I saw a thread with an attachment that had regular units (like orc) but the weapon edited out, so you could attach anything to the hand. I'm sorry to say I can't find it ATM though =(

I was interested in the same thing heh.
08-11-2003, 08:09 AM#3
ChewieTobbacca
Yeah Im hoping someone still knows it / has the zip and can attach it or anything.

Right now IMO the "wave of the future" is to simply have all unarmed models and then using abilities like sphere, you can attach whatever weapons or armor you want - thus every unit can be customised w/o having to skin/model new ones for weapons.
08-11-2003, 08:32 PM#4
fenrirknight
Yay I can finally post now. Yeah, that would be awesome. I'm making a final fantasy I RPG, and I'd like to have it so, say you've got a "crystal sword" in your inventory, then I use the "special effects" trigger to add in the attachment of the crystal sword on the persons hand. And if they have a shield, I can apply that too. That would be so cool
08-11-2003, 08:34 PM#5
Metroid
If hte weapon is big enough you can usually override most current weapons. In one of my UMS maps, one of my heroes has a special called Angels strike, it turns his sword into a giant glowing sword and gives him glowing wings (till the spell effects wear off).

But, smaller weapons don't look so good, haha
08-19-2003, 07:10 AM#6
ChewieTobbacca
Yeah.. damn still hope anyone has em :(
08-23-2003, 02:44 AM#7
cool3qmr
you can just edit out the wepaon by editing the skin.
08-23-2003, 03:13 AM#8
Reinhart
Yea, just as cool said, even for someone new at skinning it's incredibly easy, just read up a bit about alpha channels in one of the skinning tutorials, and open up the skin of desired unit, color of in alpha channel with the correct color and poof the weapon is gone, this is a really easy process which takes seconds, so if anyone wants just PM and I'll make any model you want be unarmed (I'm counting for you to know how to implant a custom skin yourself since I'm too lazy to explain :D )
08-23-2003, 11:21 AM#9
Metroid
uh, doesn't editing the alpha of the skin cause the weapon to be teamcolor instead of dissapear?
08-23-2003, 11:28 PM#10
Necromancer_187
I believe so. In my case, it turned white, like a blank doodad you see in the Mountain Giant's War Club animation. Maybe its the alpha channels that made the results differ. But I think making a part of a skin %100 transparent is to alter the model itself. If you just use a plain alpha channel adjustment over a weapon, the model is still there, just a different color, like white or teamcolor or whatever.
08-28-2003, 07:14 AM#11
Necromancer_187
Heh...this thread died. Time for me to revive it with a new development!

You were right, Reinhart. You CAN edit out weapons with the right use of Alpha Channels. The mistake I made was that i saved the .blp while in the Alpha Channel. There are other things to it, too, but its too complicated for me to explain now. I'll write up a tutorial on it as soon as i find out exactly what i did.

However, one problem I came up with in editing the blademaster was that every time i edited the alpha channels and used the blp, he always gets this really ugly blue line down his face. I could be doing something wrong, but i'm really not sure. If any of you know what i did wrong with that (Since the blademaster is a very popular skin), i'd be happy to know.