Replacing an existing unit model

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I_H8_U_M8
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Replacing an existing unit model

Unread post by I_H8_U_M8 »

I'm just wondering, If i replace an existing unit model with a custom one, would I keep the animation points from the replaced model?
the model I have doesn't have hand and leg points but the one I want to replace does.

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3ICE
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Re: Replacing an existing unit model

Unread post by 3ICE »

How about you try it? I do not know.

Asking this took you more time than making a test map would have.
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I_H8_U_M8
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Re: Replacing an existing unit model

Unread post by I_H8_U_M8 »

... Because I dont know what to replace as well... I thought you would have know a bit about custom units... Anyways, Nvm

imalazybiznatch
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Re: Replacing an existing unit model

Unread post by imalazybiznatch »

I_H8_U_M8 wrote:I'm just wondering, If i replace an existing unit model with a custom one, would I keep the animation points from the replaced model?
the model I have doesn't have hand and leg points but the one I want to replace does.
No I don't think you would. It would be new animation points but of course same animation sections: base/origin/etc.

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3ICE
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Re: Replacing an existing unit model

Unread post by 3ICE »

I solved it too. Replacing a model overwrites it completely, not partly. Since attachment points are defined in the mdl (or mdx) file, the replacement's new attachment information will be used. You will not keep the original attachment points.

Your final product will not have any hand and any leg points.

EDIT: By the way this is what logic dictates.
Last edited by 3ICE on Thu Jul 30, 2009 1:24 pm, edited 1 time in total.
Reason: Common sense...
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