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Fafurion weapons H5 and IL
Nice!
- Cloak's Of Mentor [Freya-High Five]
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Cloak anim
Hi! How to attach such animation to the cloak? I know that in AdditionalItemgrp all the animations are recorded, but how does the animation find where to attach? Where do I specify it? In the script? Can I add a bone? But where to specify that the animation should be attached to the cloak?
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Adapting HB skeleton effect for IT
The effect of skeletons from the island of HB, suitable for any NPC. Interlude. cdp_effect
- How correctly to make model to the character?
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How correctly to make model to the character?
Hello! How to make the character save the weapon in his hand?) The HF Chronicles format * .fbx The model can be inserted into the hand through obj, but then the texture turns into "meat", and then the game breaks the texture into a weapon. If this is done through max, actor, YE, it works like this, but the texture is in place: PS If someone really helps with the problem, I will not regret, I'll throw off on beer / chocolate. And I want to learn specifically, it's not for sales. I do for myself.
- Cloak
- Problems with Adaptation
- New Skill 10023 To High Five 5 Of The Client Lineag2 Grand Crusade - Salvation ◄√I®Us►
- New Skill 10023 To High Five 5 Of The Client Lineag2 Grand Crusade - Salvation ◄√I®Us►
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Adapting Skills And Effects To Interlude
Greetings! I looked at the video, and did so. It does not work :( True, this time I was able to achieve that there was a line "Emitters =", but I could not get it to work. Just in the client HF does not have skill.usk file, so I missed the point with Hex. Even the Internet is the same animation that I'm trying to do myself, the only difference from my file is the line "bSunAffect = true". http://www.mediafire.com/file/50vaa0kfsj1k7je/Hellow.rar Thx!
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Adapting Skills And Effects To Interlude
http://www.mediafire.com/file/2ju94m7s42gramk/unreal+effect.rarthis?
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Adapting Skills And Effects To Interlude
class e_u092_i extends Emitter; // їµїх№«±в - the_bow_of_hero - ITEMID = 6619 defaultproperties { bNoDelete=False RelativeRotation=(Pitch=0,Yaw=0,Roll=16000), bDirectional=True } I guess I'm doing something wrong, but the emitter line is removed after compilation. Oroginal: class e_u092_i extends Emitter; // їµїх№«±в - the_bow_of_hero - ITEMID = 6619 defaultproperties { Emitters= bNoDelete=False bDirectional=True }
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Adapting Skills And Effects To Interlude
Suitable if this method is to rotate the animation weapon glow?
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Adapting Skills And Effects To Interlude
I tried to turn the effect of standard weapons of the hero, it does not work. This should all work for HF?)