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ForumsJedi Knight and Mysteries of the Sith Editing Forum → Customizing 'lightsaber'
Customizing 'lightsaber'
2007-04-06, 8:14 AM #1
Hello :downs:
I was doing a little editing on the side, and I am trying to make a lightsaber weapon without emitting dynamic light.

I know that JK engine creates a surface so it can detect when to clash with another lightsaber, but I am trying to create a weapon that has the same properties but the light emitted makes it look dumb.

So instead of a lightsaber weapon you could just call it a saber weapon.
Does anyone know how to tell the engine not to make dynamic light at the tip of the lightsaber?
This is retarded, and I mean drooling at the mouth
2007-04-06, 1:17 PM #2
I know there's been some levels where the lightsaber's been turned into a metal sword, but I don't know if any of them have the dynamic light or not, since I've never played any of them. You could try searching some of the fantasy-type levels and see what they've got...
2007-04-07, 5:39 AM #3
Hmm, isn't the light added directly to the player? If so, maybe you can override it with 0?
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2007-04-07, 12:40 PM #4
While I don't have access to my editing tools for a while, I was under the impression that the light was created by the engine at the tip of the saber (in the weapon cog you can tell it how long the tip is).

If you go into a really dark room with your saber and swing it, you will see dynamic light appearing to follow the saber (that is why I assume the light is created at the tip). I will try to find some 'sword' mods to see if they managed to get rid of the light of the saber. Thanks for ideas and replies
This is retarded, and I mean drooling at the mouth
2007-04-08, 3:05 AM #5
Most sword mods just fire an invisible, short-ranged projectile to do the damage and use a regular weapon cog without jkEnable Saber...
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)

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