Posted by Elanthil on March 12, 1998 at 00:40:52:
I stuck Kyle.cog into the list of cogs, even tho its redundant, but the player still starts with NO weapon active, not even fists.
What cog do I need so he starts w/ blaster in hand, ala Narshadda?
thanks.
ALSO..if I want to change his 'skin', do I need to extract the kyle 3do, redefine the textures used, then put the new kyle.3do in my project directory or is there an easier way?
and I know I should post this separately, but...
in 3doconverter, when I load in a 3d studio .asc file to convert, is there any way to get an idea of how big the thing is going to be in JK if I dont scale it? how bout after scaling?
and is there a 'standard' scale factor to use?
I know someone posted about most of these questions before in answer to someone else, but I cant seem to find them, and I looked through the archived message boards as well.
Thanks :D