The OJP is currently placing in some code to make non-active weapons show.
To do this we're adding in new tags to the models.
bolt_holster_saber
saber2
staff
blaster
launcher
and golan
If you want your models to incorporate this new feature your going to want to add these tags in.
This is an example of what I mean.
http://mediaservice.photoisland.com/auction/Mar/2004342557757213335700.jpg)
It should be pretty obvious where I put the tags and how there orientated but if there's any doubt I'll put submitting an xsi with the new tags already placed to the OJP repository.
http://mediaservice.photoisland.com/auction/Mar/2004393478342260865377.jpg)
I have the Max4.2 file, xsi, and model zipped up for any that want it to help with their own models.
I also gave it too Razor Ace to up to the OJP repository.
Uses: bolt_holster
saber
saber2
staff
blaster
blaster2 (for dual blaster mods)
launcher
Golan (because its so big and would clip if attached to the launcher tag)
I thought the tag surfaces were named holster_(weapon)? Maybe they are named differently when you create them....
The ones that I implimented are:
holster_saber (saber1 - not including two handed sabers)
holster_saber2 (saber2)
holster_staff (two handed sabers)
holster_blaster (pistols, blaster, demp 2)
holster_blaster2 (second blaster holster slot)
holster_launcher (disruptor, concussion, repeater)
holster_golan (rocket launcher)
Heh, the bolt_ part gets stripped when you compile it. it turns into *holster_whatever.
If I ever get around to finishing my mod, that'd definitely be in it.