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.
Replacing an existing unit model
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First, check if your question has already been answered in the Tutorials section.
If you didn't find a solution, use the search function.
If searching didn't help either, you can make a new topic.
Topic title & content:
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Grammar seems to be a serious problem amongst teenagers, so use a spell checker or you will get no love.
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- 3ICE
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Re: Replacing an existing unit model
How about you try it? I do not know.
Asking this took you more time than making a test map would have.
Asking this took you more time than making a test map would have.
Re: Replacing an existing unit model
... Because I dont know what to replace as well... I thought you would have know a bit about custom units... Anyways, Nvm
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Re: Replacing an existing unit model
No I don't think you would. It would be new animation points but of course same animation sections: base/origin/etc.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.
- 3ICE
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Re: Replacing an existing unit model
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.
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...
Reason: Common sense...
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