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Replacing an existing unit model

Posted: Wed Jul 29, 2009 1:06 pm
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.

Re: Replacing an existing unit model

Posted: Wed Jul 29, 2009 3:05 pm
by 3ICE
How about you try it? I do not know.

Asking this took you more time than making a test map would have.

Re: Replacing an existing unit model

Posted: Wed Jul 29, 2009 6:58 pm
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

Re: Replacing an existing unit model

Posted: Thu Jul 30, 2009 12:20 am
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.

Re: Replacing an existing unit model

Posted: Thu Jul 30, 2009 1:21 pm
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.