Snake's Tutorial on editing character .ODF's

Started by Snake, March 26, 2010, 02:18:00 PM

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March 26, 2010, 02:18:00 PM Last Edit: April 14, 2010, 11:59:22 AM by Snake
There are some people who have just started modding SWBF1. I thought I'd make a tut on editing some stuff. Mostly just to explain things. If an admin thinks this is not worth the post it's fine if you delete it  :)

First off, let's go through the top of the Character. For this I will be using a Clone Trooper .odf.

[GameObjectClass]

ClassLabel          = "soldier"
GeometryName       = "rep_inf_trooper.msh"

The ClassLabel shows what this unit is. All characters should be soldier.
The GeometryName is the name of the .MSH file. The .MSH is the model of the character. It has .tga files connected to it which makes the skin.

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

Properties is an important part of the character. It has effects, weapons, sounds, speed, health and some other things.
The three things after [Properties] are effects. You can change effects by making a folder in your Sides folder (ex. REP) and naming it effects. Go to Assets> Shipped Common Effects and copy and paste the effects you want in the effects folder you made. Make sure you get any .tga files and .msh files that go with it.

Label             = "Republic Trooper"
UnitType         = "trooper"
IconTexture       = "rep_trooper_icon"
MapTexture          = "troop_icon"
MapScale          = 1.4

The Label and Unit Type are just more things like the ClassLabel above. It tells the game what kind of unit this is.
IconTexture and map texture are for the MiniMap. Same with the MapScale. That shows the size of the arrow on the minimap.

GeometryName       = "rep_inf_trooper"
GeometryLowRes         = "rep_inf_trooper_low1"
FirstPerson       = "REP\reptroop;rep_1st_trooper"
FirstPersonFOV         = "70"
ThirdPersonFOV         = "65"
AnimationName      = "all_inf_snowtrooper"

This part is very important. GeometryName is the name of the .MSH (Like above) without the .msh on the end. The GeometryLowRes is for when you are far away. **NOTE** The LowRes and Geometry are NOT the same. If you put for example rep_inf_trooper as GeometryLowRes it will look really weird in-game. You have to have two separate models. FirstPerson is exactly what it says, the first person model (The arms and hands). First and ThirdPersonFov, well that doesn't really do anything important, I have not tested with that. AnimationName is how the trooper is animated. For some reason pandemic made all troopers all_inf_snowtrooper. I would not recommend changing this for troopers unless you know what you're doing.

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"

This is all stuff about the view. You can have fun with this but it also does not do much important.

MaxHealth          = 300.0

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

This stuff is not very hard to figure out, MaxHealth is of course, the maximum amount of health the trooper can get. Acceleration is the acceleration. It helps go with the animation so if you increase this and the MaxSpeed the walking animation won't work, he will be sliding along. MaxSpeed, MaxStrafeSpeed, MaxTurn speed, is obviously for different speeds. MaxSpeed is the speed of walking. MaxStrafeSpeed is the speed of when you are using the right and left keys to move. MaxTurnSpeed is the speed of turning......(duh)

WeaponName1       = "rep_weap_inf_rifle"
WeaponAmmo1       = 4
WeaponName2       = "rep_weap_inf_pistol"
WeaponAmmo2       = 0
WeaponName3       = "rep_weap_inf_haywiredetonator"
WeaponAmmo3       = 3
WeaponChannel3      = 1
WeaponName4       = "rep_weap_inf_crackgrenade"
WeaponAmmo4       = 2
WeaponChannel4      = 1

This is for weapons. The max amount of weapons is 5. Sometimes it won't show up so I wouldn't add more than 5. WeaponChannel is how it is secondary or primary. You can remove these to make it one channel.

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

Hopefully you're catching on by now that Pandemic made it pretty simple to tell what's what in modding. This is i think the accuracy of a shot. I have not tested with these lines yet. But I know it doesn't do much.

HurtSound            = "rep_inf_com_chatter_wound"
DeathSound              = "rep_inf_com_chatter_death"
AcquiredTargetSound     = "rep_inf_com_chatter_acquired"
HidingSound             = "rep_inf_com_chatter_hide"
ApproachingTargetSound  = "rep_inf_com_chatter_approach"
FleeSound               = "rep_inf_com_chatter_flee"
PreparingForDamageSound = "rep_inf_com_chatter_predamage"
HeardEnemySound         = "rep_inf_com_chatter_heard"
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
//LowHealthThreshold      = ".25"
FoleyFXClass            = "rep_inf_trooper"

// squad command VO
SCFieldMoveOutSound      = "rep_inf_com_chatter_tac_moveout"
SCFieldHoldSound      = "rep_inf_com_chatter_tac_hold"
SCFieldFollowSound      = "rep_inf_com_chatter_tac_follow"
SCDriverGetInSound      = "rep_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound      = "rep_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound   = "rep_inf_com_chatter_tac_spreadout"
SCPassengerStopSound   = "rep_inf_com_chatter_tac_stop"
SCPassengerGetInSound   = "rep_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound   = "rep_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound   = "rep_inf_com_chatter_tac_allclear"
SCGunnerSteadySound      = "rep_inf_com_chatter_tac_stop"
SCGunnerGetInSound      = "rep_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound      = "rep_inf_com_chatter_tac_moveout"
SCResponseYessirSound   = "rep_inf_com_chatter_tac_yes"
SCResponseNosirSound   = "rep_inf_com_chatter_tac_no"
//ChargeSound            = "rep_inf_com_chatter_tac_charge"

// AI squad command VO
AISCFieldMoveOutSound      = "ai_rep_inf_com_chatter_tac_moveout"
AISCFieldHoldSound         = "ai_rep_inf_com_chatter_tac_hold"
AISCFieldFollowSound      = "ai_rep_inf_com_chatter_tac_follow"
AISCDriverGetInSound      = "ai_rep_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound      = "ai_rep_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound   = "ai_rep_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound      = "ai_rep_inf_com_chatter_tac_stop"
AISCPassengerGetInSound      = "ai_rep_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound   = "ai_rep_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound      = "ai_rep_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound      = "ai_rep_inf_com_chatter_tac_stop"
AISCGunnerGetInSound      = "ai_rep_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound      = "ai_rep_inf_com_chatter_tac_moveout"
AISCResponseYessirSound      = "ai_rep_inf_com_chatter_tac_yes"
AISCResponseNosirSound      = "ai_rep_inf_com_chatter_tac_no"
AISCGunnerGetOutSound      = "ai_rep_inf_com_chatter_tac_moveout"

These are sounds, These can be changed by going in Assets> Sound Config Files. These don't do much but they are fun to play with.

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

This is the probability of what the unit drops when it dies. Like health, ammo or both.

Hope this helps for newbie's, I might be making more later. My xfire is aatcsnake if you have questions.
=AaTc= Forever

SALLY....

-Retired Modder

lol
QuoteMaxStrafeSpeed is the speed of when you are attacking and walking(I think).
strafing is when you are walking to the right/ left without turning your head that direction
There is no 'ctrl' button on Chuck Norris's computer. Chuck Norris is always in control.

Yeah that's what I put at first but I had never changed strafe by itself so i thought it might be the other. lol I'll change thanks for the input.
=AaTc= Forever

SALLY....

-Retired Modder


I've made a similar tutorial a long while back named Basic ODF Editing. It's still in this forum. Oh well, the more the merrier!

Hey if you want, you could make an ODF tutorial on the Weapon values. I was originally planning to cover weapons, players, and so aircrafts, but I haven't really gotten the time to working on them. If you can do it, it would be great :D

--AG


#TYBG

I made an even similar tutorial on ODF editing a year ago or so lol

LOL yeah. I actually made a tutorial because his was lost for a while.

So for the most part, we got player editing down, we just need to get one of the other types of ODF files.

--AG


#TYBG

Sorry I figured this would go a little more specific or something... :slap: I'll do weapons also.
=AaTc= Forever

SALLY....

-Retired Modder

When it comes to weapons I have learned so much. Not finshed yet.