If the spider models in the game are all one-piece (ie. no separate heads, or other body parts), then you should be able to reference their MDB in a new line in placeables.2DA and create a placeable that way. I've done that before with the one-piece weapon models (staves, spears, etc).
You'll have to make do with the default model pose though - with humanoids that's standing upright with the arms held out sideways, but hopefully for spiders the default pose is something less unnatural (unless unnatural is the look you're after...)
EDIT:
It seems there's a fundamantal difference between creature models and placeable models that stops it being that easy. According to my SnipMDB snooping, placeable models have a header of RIGD, while creature models have several SKIN headers and a COLS (whatever that is). I must have got lucky with the weapon placeables - although I seem to remember using SnipMDB to get rid of the hook points from them.
Anyhoo - here's one I prepared earlier (I've always wanted to say that). Paste the code below into a text file, save it in the override folder, and rename it with a .SEF extension. Then you can create a effect placeable blueprint in the toolset.
<?xml version="1.0"?>
<EventList>
<Name>
</Name>
<MaxDuration>0</MaxDuration>
<SpecialTargetPosition>0</SpecialTargetPosition>
<FogMultiplier>1</FogMultiplier>
<Event0>
<Type>7</Type>
<Name>
</Name>
<DefinitionFile>c_spidkristal_cl_body01.mdb</DefinitionFile>
<DelayTime>0</DelayTime>
<MaxDuration>0</MaxDuration>
<Position>
<x>0</x>
<y>0</y>
<z>0</z>
</Position>
<UseOrientedPosition>0</UseOrientedPosition>
<SourceAttachment>0</SourceAttachment>
<TargetAttachment>0</TargetAttachment>
<SourceAttachmentObject>0</SourceAttachmentObject>
<TargetAttachmentObject>1</TargetAttachmentObject>
<Skeleton>c_spid_skel</Skeleton>
<SEFToPlayOnModel>sp_stoneskin</SEFToPlayOnModel>
<AnimationToPlay>0</AnimationToPlay>
<TintColor1>
<r>255</r>
<g>255</g>
<b>255</b>
<a>255</a>
</TintColor1>
<TintColor2>
<r>255</r>
<g>255</g>
<b>255</b>
<a>255</a>
</TintColor2>
<TintColor3>
<r>255</r>
<g>255</g>
<b>255</b>
<a>255</a>
</TintColor3>
<Looping>0</Looping>
</Event0>
</EventList>
Modifié par DannJ, 05 mars 2012 - 11:36 .