Freedom Reborn Archive

Freedom Force Forums => Meshes => Topic started by: rippermd on May 14, 2007, 03:07:46 PM

Title: gun question on renegade's ultimate captain america mesh
Post by: rippermd on May 14, 2007, 03:07:46 PM
How do I get it in the game
I have put the mesh  in and it works well except for the guns
I got the weaponmaster attribute and have the ranged weapon keyframes working
but the guns dont show.
Where do I put the gh file so that it shows up???
thanks
Title: Re: gun question on renegade's ultimate captain america mesh
Post by: rippermd on May 15, 2007, 12:31:02 PM
 :(  can anybody help    :banghead:   :banghead:   :banghead:
Title: Re: gun question on renegade's ultimate captain america mesh
Post by: Arlecchino on May 15, 2007, 02:52:05 PM
Im pretty ignorant where this is concerned. Im sure there are many of us who would like to help, but dont know how to help. Try sending Ren a PM.
Title: Re: gun question on renegade's ultimate captain america mesh
Post by: Renegade on May 15, 2007, 04:04:56 PM
Don't look at me. Last I heard the Weaponsmaster function was iffy at best, non functional at worst. I recall that in order to configure it right, I needed to go in and do some alterations on a .py file or two. But that was with the ffx 3.2 beta, not the release version.

It would probably be easier just to hex the hidden gun(s) visible on the mesh if you have to have the gun. But you'll need to ask a hexer in the hexing forum about how to do that.
Title: Re: gun question on renegade's ultimate captain america mesh
Post by: rippermd on May 15, 2007, 06:30:51 PM
 :huh:  Thanks guys for the reply
I guess if Renegade himself doesn't know how to do it
my goose may be cooked.
As for the hexing alternative
anybody out there want to try???
If not thanks to the forum for answering that way I
dont kill myself trying to get this blasted thing to work when it
was doomed from the beginning.
PS Love all the recent FFX, EZSCRIPT, and skins everyone has  made.
This has made playing FF awesome!