The naming of the tags must be as follows:
NumBlades 1 - how many blades it has (min of 1, max of 8)Ī note about blade tags: each blade will be drawn from it's corresponding tag's position and in the direction (negative X axis in ModView) of that tag. SoundOff 'sound/weapons/saber/enemy_saber_off.wav' - turn off sound SoundLoop 'sound/weapons/saber/saberhum3.wav' - loop sound (must be a. SoundOn 'sound/weapons/saber/enemy_saber_on.wav' - turn on sound skin file to apply to the saber hilt model, if any (overrides saber hilt model's internal texture mapping) SaberModel 'models/weapons2/saber_reborn/saber_w.glm' - what saber hilt model to useĪ note about saber hilt models: the surface names on saber models should *always* start with 'w_', the code expects it.ĬustomSkin '' - a. SaberType SABER_NONE - what kind of saber to use ( SABER_SINGLE, SABER_STAFF) NOTE: add new sabers by putting their entries in a. Learn more about bidirectional Unicode characters To review, open the file in an editor that reveals hidden Unicode characters.
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