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SW:JK3 Modding, Mapping and Editing
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Old September 1st, 2005   #1
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Default hilt question

how do i get my hilt to work, i have made it into pk3, it is called the Icy Desann here the link...........http://files.filefront.com/Links_Ice.../fileinfo.html

if you can make it work then thanks alot and then it can be Link's and ..... Icy Desann :P if you do fix give me the link to the download


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Old September 1st, 2005   #2
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Default Re: hilt question

Do you have a .sab file?


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Old September 1st, 2005   #3
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Default Re: hilt question

sab file???? i only had the model file


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Old September 1st, 2005   #4
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Default Re: hilt question

Sabers won't work without a saber file. Look at one someone else has made and you should be able to adequately copy it and change what you need to.


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Old September 1st, 2005   #5
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Default Re: hilt question

you have to add and edit .sab file. It contains in asset1.pk3.

Extract asset1.pk3 (only ext_data/sabers/(select a saber). Learn that file - it is easy to understand. Remember, if the server dont have your model - you only see broken saber.

The easy way is you edit a existing saber such as single_1.sab, and set the value of model to you model file. So, only you can see,although the server dont have your model. Have fun

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Old September 2nd, 2005   #6
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Default Re: hilt question

thanks guys and gals, im made up now :P XD


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Old September 2nd, 2005   #7
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Default Re: hilt question

ok i got the single_1.sab file and the saber shaders and effects, do i just stick them in the same folder then make into a pk3?


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Old September 2nd, 2005   #8
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Default Re: hilt question

no.

in a folderSystem like this:

effects> "your effects"
ext_data> sabers> "single_1.sab"
gfx> "effects, blood, w/e"
models>weapons2>single_1> "your model -files" ("*.glm, *.uvw -texture, *.qc")
shaders> "your shaders"
sound>weapons>single_1> "your sounds"
textures> "yea, your textures"

all the folders should be pk3: ed. (you know how to??)

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Old September 2nd, 2005   #9
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Default Re: hilt question

when you said the same folder, i assume the same folder that you extract from asset1.pk3 as iswer mean.

In addition, you can create your own pk3, let s say link.pk3. This pk3 contain thing as iswer mentioned.

by the way,
models>weapons2>single_1> "your model -files" ("*.glm, *.uvw -texture, *.qc")
it can be but no need to have that .uvw, .qc.

In this folder, it contains model.glm, .skin, and .jpg.

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Old September 3rd, 2005   #10
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Default Re: hilt question

yes i can make pk3's i just needed to know the specific folders to make it work thanks iswer great help, and oodoo and inyri forge, guys and gals are great


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