How can i, Change a Shocktrooper skin to a Stormtrooper skin?

Started by dsaf, October 24, 2020, 12:47:52 PM

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Is there a way to change a shocktrooper skin to a stormtrooper skin? Without the Backpack

Here is the odf for a shock trooper, i tried changing the geometry name and it didn't work

[GameObjectClass]
ClassLabel             = "soldier"
GeometryName          = "imp_inf_storm_trooper.msh"

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

UnitType         = "assault"
IconTexture       = "imp_gunner_icon"
MapTexture          = "troop_icon"
MapScale          = 1.4

GeometryName       = "imp_inf_storm_trooper"
GeometryLowRes         = "imp_inf_shocktrooper_low1"
AnimationName       = "all_inf_snowtrooper"
FirstPerson         = "IMP\impstrp;imp_1st_stormtrooper"
FirstPersonFOV         = "70"
ThirdPersonFOV         = "65"

HealthType         = "person"
MaxHealth          = 300.0

Acceleraton       = 70.0
MaxSpeed       = 6.0
MaxStrafeSpeed       = 4.5
MaxTurnSpeed       = 4.0

WeaponName1       = "imp_weap_inf_torpedo_launcher"
WeaponAmmo1       = 7
WeaponName2       = "imp_weap_inf_pistol"
WeaponAmmo2       = 0
WeaponName3       = "imp_weap_inf_thermaldetonator"
WeaponAmmo3       = 3
WeaponChannel3      = 1
WeaponName4       = "imp_weap_inf_mine_dispenser"
WeaponAmmo4       = 4
WeaponChannel4      = 1

AimFactorPostureSpecial    = 50
AimFactorPostureStand       = 100
AimFactorPostureCrouch       = 140
AimFactorPostureProne       = 160
AimFactorStrafe          = 60
AimFactorMove             = 70

CAMERASECTION       = "STAND"

EyePointOffset       = "0.0 1.8 0.0"
TrackCenter      = "0.0 1.8 0.0
TrackOffset       = "0.0 0.0 3.5"
TiltValue      = "5.0"

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"


AimValue             = "1.0"

HurtSound            = "imp_inf_com_chatter_wound"
DeathSound              = "imp_inf_com_chatter_death"
AcquiredTargetSound     = "imp_inf_com_chatter_acquired"
HidingSound             = "imp_inf_com_chatter_hide"
ApproachingTargetSound  = "imp_inf_com_chatter_approach"
FleeSound               = "imp_inf_com_chatter_flee"
PreparingForDamageSound = "imp_inf_com_chatter_predamage"
HeardEnemySound         = "imp_inf_com_chatter_heard"
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
LowHealthThreshold      = ".25"
FoleyFXClass            = "imp_inf_trooper"

// squad command VO
SCFieldMoveOutSound      = "imp_inf_com_chatter_tac_moveout"
SCFieldHoldSound      = "imp_inf_com_chatter_tac_hold"
SCFieldFollowSound      = "imp_inf_com_chatter_tac_follow"
SCDriverGetInSound      = "imp_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound      = "imp_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound   = "imp_inf_com_chatter_tac_spreadout"
SCPassengerStopSound   = "imp_inf_com_chatter_tac_stop"
SCPassengerGetInSound   = "imp_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound   = "imp_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound   = "imp_inf_com_chatter_tac_allclear"
SCGunnerSteadySound      = "imp_inf_com_chatter_tac_stop"
SCGunnerGetInSound      = "imp_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound      = "imp_inf_com_chatter_tac_moveout"
SCResponseYessirSound   = "imp_inf_com_chatter_tac_yes"
SCResponseNosirSound   = "imp_inf_com_chatter_tac_no"


// AI squad command VO
AISCFieldMoveOutSound      = "ai_imp_inf_com_chatter_tac_moveout"
AISCFieldHoldSound         = "ai_imp_inf_com_chatter_tac_hold"
AISCFieldFollowSound      = "ai_imp_inf_com_chatter_tac_follow"
AISCDriverGetInSound      = "ai_imp_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound      = "ai_imp_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound   = "ai_imp_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound      = "ai_imp_inf_com_chatter_tac_stop"
AISCPassengerGetInSound      = "ai_imp_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound   = "ai_imp_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound      = "ai_imp_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound      = "ai_imp_inf_com_chatter_tac_stop"
AISCGunnerGetInSound      = "ai_imp_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound      = "ai_imp_inf_com_chatter_tac_moveout"
AISCResponseYessirSound      = "ai_imp_inf_com_chatter_tac_yes"
AISCResponseNosirSound      = "ai_imp_inf_com_chatter_tac_no"

AISizeType            = "SOLDIER"

DropItemClass          = "com_item_powerup_ammo"
DropItemProbability    = 0.05
NextDropItem          = "-"
DropItemClass          = "com_item_powerup_health25"
DropItemProbability    = 0.10
NextDropItem          = "-"
DropItemClass          = "com_item_powerup_health100"
DropItemProbability    = 0.10

Here is the odf for a Storm Trooper for reference

[GameObjectClass]

ClassLabel       = "soldier"
GeometryName       = "imp_inf_stormtrooper.msh"

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

Label          = "Stormtrooper"
UnitType      = "trooper"
IconTexture       = "imp_soldier_icon"
MapTexture       = "troop_icon"
MapScale       = 1.4

GeometryName       = "imp_inf_stormtrooper"
GeometryLowRes      = "imp_inf_stormtrooper_low1"
FirstPerson             = "IMP\impstrp;imp_1st_stormtrooper"
FirstPersonFOV         = "70"
ThirdPersonFOV         = "65"
AnimationName       = "all_inf_snowtrooper"

CAMERASECTION       = "STAND"

EyePointOffset       = "0.0 1.8 0.0"
TrackCenter      = "0.0 1.8 0.0
TrackOffset       = "0.0 0.0 3.5"
TiltValue      = "5.0"

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"

AimValue       = "1.0"

HealthType      = "person"
MaxHealth       = 300.0

Acceleraton       = 70.0
MaxSpeed       = 6.5
MaxStrafeSpeed       = 4.5
MaxTurnSpeed       = 4.0

WeaponName1       = "imp_weap_inf_rifle"
WeaponAmmo1       = 5
WeaponName2       = "imp_weap_inf_pistol"
WeaponAmmo2       = 0
WeaponName3       = "imp_weap_inf_thermaldetonator"
WeaponAmmo3       = 4
WeaponChannel3      = 1
WeaponName4       = "imp_weap_inf_crackgrenade"
WeaponAmmo4       = 2
WeaponChannel4      = 1

AimFactorPostureSpecial = 50
AimFactorPostureStand    = 100
AimFactorPostureCrouch    = 140
AimFactorPostureProne    = 160
AimFactorStrafe       = 60
AimFactorMove          = 70

HurtSound            = "imp_inf_com_chatter_wound"
DeathSound              = "imp_inf_com_chatter_death"
AcquiredTargetSound     = "imp_inf_com_chatter_acquired"
HidingSound             = "imp_inf_com_chatter_hide"
ApproachingTargetSound  = "imp_inf_com_chatter_approach"
FleeSound               = "imp_inf_com_chatter_flee"
PreparingForDamageSound = "imp_inf_com_chatter_predamage"
HeardEnemySound         = "imp_inf_com_chatter_heard"
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
LowHealthThreshold      = ".25"
FoleyFXClass            = "imp_inf_trooper"

// squad command VO
SCFieldMoveOutSound      = "imp_inf_com_chatter_tac_moveout"
SCFieldHoldSound      = "imp_inf_com_chatter_tac_hold"
SCFieldFollowSound      = "imp_inf_com_chatter_tac_follow"
SCDriverGetInSound      = "imp_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound      = "imp_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound   = "imp_inf_com_chatter_tac_spreadout"
SCPassengerStopSound   = "imp_inf_com_chatter_tac_stop"
SCPassengerGetInSound   = "imp_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound   = "imp_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound   = "imp_inf_com_chatter_tac_allclear"
SCGunnerSteadySound      = "imp_inf_com_chatter_tac_stop"
SCGunnerGetInSound      = "imp_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound      = "imp_inf_com_chatter_tac_moveout"
SCResponseYessirSound   = "imp_inf_com_chatter_tac_yes"
SCResponseNosirSound   = "imp_inf_com_chatter_tac_no"

// AI squad command VO
AISCFieldMoveOutSound      = "ai_imp_inf_com_chatter_tac_moveout"
AISCFieldHoldSound         = "ai_imp_inf_com_chatter_tac_hold"
AISCFieldFollowSound      = "ai_imp_inf_com_chatter_tac_follow"
AISCDriverGetInSound      = "ai_imp_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound      = "ai_imp_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound   = "ai_imp_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound      = "ai_imp_inf_com_chatter_tac_stop"
AISCPassengerGetInSound      = "ai_imp_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound   = "ai_imp_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound      = "ai_imp_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound      = "ai_imp_inf_com_chatter_tac_stop"
AISCGunnerGetInSound      = "ai_imp_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound      = "ai_imp_inf_com_chatter_tac_moveout"
AISCResponseYessirSound      = "ai_imp_inf_com_chatter_tac_yes"
AISCResponseNosirSound      = "ai_imp_inf_com_chatter_tac_no"

AISizeType      = "SOLDIER"

DropItemClass          = "com_item_powerup_ammo"
DropItemProbability    = 0.05
NextDropItem          = "-"
DropItemClass          = "com_item_powerup_health25"
DropItemProbability    = 0.10
NextDropItem          = "-"
DropItemClass          = "com_item_powerup_health100"
DropItemProbability    = 0.10

What can i do to make a shock trooper look like a storm trooper but have a rocket launcher?

I'm open to advice on this.


Works In Progress
Yellow Command Mod (TBA)
Native Dune Sea Mod (TBA)
Backwards Battlefront Mod (TBA)

You have it listed as:

GeometryName       = "imp_inf_storm_trooper"

But in the reference ODF it's actually

GeometryName       = "imp_inf_stormtrooper"