Okay, let's say "Sword of Justice" should look like an archangel's blade:
1) Get the creature model.
2) Load it into a 3D editor.
3) Cut out only the sword.
4) Without changing the geometry or UV mapping, export it from the 3D editor.
5) Load it back into the map editor.
6) Apply the archangel's texture (since the UV mapping hasn't changed, the sword should get its own coloring).
Done.
That's roughly how I imagine this process.
Only, you'll have to use not just one generic "3D editor," but a couple of programs. Archangel for exporting the model to obj. Max or Blender for editing. And Maya 6.0 for importing into the game.
But, overall, there's nothing too complicated about it. These issues are described in the Manuals.
Just be prepared to put in some effort to figure things out. And that occasionally, inexplicable bugs and errors will pop up.
Good luck, in any case.
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And you'll also have to adjust the sword's position slightly so that it's positioned like an artifact. But these are all minor details.
You just need to export the model of some artifact from the game and adjust the sword that was cut from the archangel's model to fit its position.
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Also, if you need the artifact to rotate like regular artifacts in the game.
I'm not 100% sure, but it seems like this is done through bones. So, you need to export the artifact model with a skeleton, using the Archangel program in SMD format. Then import it into Max. Add your sword, which was cut from the archangel, to this bone structure, and attach it to a bone using a skin modifier. If there's only one bone, a complete attachment will be created automatically. So, nothing complicated. And then export everything into the game as any attached model, using Maya 2009 and 6.0.
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It sounds more complicated than it actually is.