Geonosian Skeleton issue (Solved)

Started by SunFac1994, November 01, 2016, 07:29:27 AM

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November 01, 2016, 07:29:27 AM Last Edit: November 01, 2016, 08:43:18 AM by SunFac1994
I hope someone can help with this problem. Recently i could change my pilot droid for a geonosian thanks to this tutorial http://www.swbfgamers.com/index.php?topic=4254.0 but when i tried to play with the new geonosian my character looked weird like the one in the attachment's photo. I changed the option ''SkeletonName'' in the ODFs too but it still looks ugly what is the problem?

I saw many mods that change pilot droid succesfully like saga battle or elite sides mod. Why my character looks stretch?

Note by Anyder: Please, do not double-post. Use the edit button instead.

What skeleton does the geonosian have? Did you put the right AnimationName in the unit folder? Can you post this unit .odf?
"Come on, you apes! Do you wanna live forever?"
- Lieutenant Rasczak speaking to the Roughnecks troopers

November 01, 2016, 07:41:13 AM #2 Last Edit: November 01, 2016, 07:53:18 AM by SunFac1994
I used the "gen_inf_geonosian" skeleton and the "gen_inf_geonosian" animation. At first i tried the "all_inf_snowtrooper" but nothing changed. here's the ODF

[spoiler]
[GameObjectClass]

ClassLabel          = "soldier"
GeometryName       = "gen_inf_geonosian.msh"


[Properties]
FootWaterSplashEffect    = "watersplash_sm"
WaterSplashEffect    = "watersplash_md"
WakeWaterSplashEffect   = "watersplash_wade"

UnitType         = "pilot"
IconTexture       = "cis_bdroid_icon"
MapTexture          = "troop_icon"
MapScale          = 1.4

GeometryName       = "gen_inf_geonosian"
GeometryLowRes      = "gen_inf_geonosian_low1"
SkeletonName       = "gen_inf_geonosian"
SkeletonLowRes      = "geo_inf_geonosian_lowres"
AnimationName      = "gen_inf_geonosian"
FirstPerson       = ""
FirstPersonFOV         = "70"
ThirdPersonFOV         = "65"

JetDuration       = "5.0"      //The duration of the jet push, until its turned off
JetJump       = "8.0"      //The initial jump-push given when enabling the jet
JetPush       = "8.0"   //The constant push given while the jet is enabled (20 is gravity)
JetEffect      = "geo_wingsfly"
JetType         = "hover"
JetFuelRechargeRate      = "0.03" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost         = "0.1" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost      = "0.2" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder      = "0.3" //minimum fuel to perform a jet jump(fuel is 0 to 1)

CAMERASECTION       = "STAND"

EyePointOffset       = "0.0 2.0 0.0"
TrackCenter         = "0.0 2.0 0.0"
TrackOffset       = "0.0 -0.25 3.5"
TiltValue         = "10"

CAMERASECTION       = "STANDZOOM"

EyePointOffset       = "0.0 1.8 0.0"
TrackCenter      = "0.0 1.8 0.0
TrackOffset       = "0.4 0.05 2.8"
TiltValue      = "3.5"

CAMERASECTION       = "CROUCH"

EyePointOffset       = "0.0 1.3 0.0"
TrackCenter      = "0.0 1.3 0.0
TrackOffset       = "0.0 0.15 3.5"
TiltValue      = "5.0"

CAMERASECTION       = "CROUCHZOOM"

EyePointOffset       = "0.0 1.3 0.0"
TrackCenter      = "0.0 1.3 0.0
TrackOffset       = "0.4 0.2 2.8"
TiltValue      = "3.5"

CAMERASECTION       = "PRONE"

EyePointOffset       = "0.0 0.5 0.0"
TrackCenter       = "0.0 0.5 0.0"
TrackOffset       = "0.0 0.0 3.0"
TiltValue      = "5.0"

CAMERASECTION       = "PRONEZOOM"

EyePointOffset       = "0.0 0.5 0.0"
TrackCenter       = "0.0 0.5 0.0"
TrackOffset       = "0.4 0.2 2.8"
TiltValue      = "3.5"


HealthType      = "person"
MaxHealth       = 300.0

Acceleraton       = 70.0
MaxSpeed       = 7.0
MaxStrafeSpeed       = 4.5
MaxTurnSpeed       = 4.0

WeaponName1    = "geo_weap_inf_blunderbuss"
WeaponAmmo1    = 3
WeaponName2    = "cis_weap_inf_mortar_launcher"
WeaponAmmo2    = 3
WeaponName3    = "cis_weap_inf_fusioncutter"
WeaponAmmo3    = 1
WeaponChannel3   = 1
WeaponName4    = "cis_weap_inf_powerup_dispenser"
WeaponAmmo4    = 5
WeaponChannel4   = 1

AISizeType      = "SOLDIER"

HurtSound            = "geo_inf_hurt"
DeathSound              = "geo_inf_die"
AcquiredTargetSound     = ""
HidingSound             = ""
ApproachingTargetSound  = ""
FleeSound               = ""
PreparingForDamageSound = ""
HeardEnemySound         = ""
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
//LowHealthThreshold      = ".25"
FoleyFXClass            = "cis_inf_droid"

// squad command VO
SCFieldMoveOutSound      = "geo_inf_die"
SCFieldHoldSound      = "geo_inf_hurt"
SCFieldFollowSound      = "geo_inf_hurt"
SCDriverGetInSound      = "geo_inf_hurt"
SCDriverGetOutSound      = "geo_inf_hurt"
SCPassengerMoveOutSound   = "geo_inf_hurt"
SCPassengerStopSound   = "geo_inf_hurt"
SCPassengerGetInSound   = "geo_inf_hurt"
SCPassengerGetOutSound   = "geo_inf_hurt"
SCGunnerAllClearSound   = "geo_inf_hurt"
SCGunnerSteadySound      = "geo_inf_hurt"
SCGunnerGetInSound      = "geo_inf_hurt"
SCGunnerGetOutSound      = "geo_inf_hurt"
SCResponseYessirSound   = "geo_inf_hurt"
SCResponseNosirSound   = "geo_inf_hurt"

// AI Squad Command VO
AISCFieldMoveOutSound      = "geo_inf_hurt"
AISCFieldHoldSound         = "geo_inf_hurt"
AISCFieldFollowSound      = "geo_inf_hurt"
AISCDriverGetInSound      = "geo_inf_hurt"
AISCDriverGetOutSound      = "geo_inf_hurt"
AISCPassengerMoveOutSound   = "geo_inf_hurt"
AISCPassengerStopSound      = "geo_inf_hurt"
AISCPassengerGetInSound      = "geo_inf_hurt"
AISCPassengerGetOutSound   = "geo_inf_hurt"
AISCGunnerAllClearSound      = "geo_inf_hurt"
AISCGunnerSteadySound      = "geo_inf_hurt"
AISCGunnerGetInSound      = "geo_inf_hurt"
AISCGunnerGetOutSound      = "geo_inf_hurt"
AISCResponseYessirSound      = "geo_inf_hurt"
AISCResponseNosirSound      = "geo_inf_hurt"


DropItemClass          = "com_item_powerup_ammo"
DropItemProbability    = 0.40
NextDropItem          = "-"
DropItemClass          = "com_item_powerup_health100"
DropItemProbability    = 0.30
NextDropItem          = "-"
DropItemClass          = "com_item_powerup_dual"
DropItemProbability    = 0.10
[/spoiler]

Note by Anyder: Please, do not double-post. Use the edit button instead.

Are you sure that's the name of the animation? Usually animations are much shorter than that. Try "geo" instead. Check if you have that animation in your munged folder before.
"Come on, you apes! Do you wanna live forever?"
- Lieutenant Rasczak speaking to the Roughnecks troopers

November 01, 2016, 08:32:22 AM #4 Last Edit: November 01, 2016, 08:34:44 AM by SunFac1994
Quote from: i2Bros on November 01, 2016, 08:04:09 AM
Are you sure that's the name of the animation? Usually animations are much shorter than that. Try "geo" instead. Check if you have that animation in your munged folder before.
I checked side's munged folder and there were no geonosian animation moves, then i checked geonosian's side folder in assets and saw few of them. Do you think i should copy them to my mod's munged folder? these animations were zafbin and zaabin.