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Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: SunFac1994 on November 01, 2016, 07:29:27 AM

Title: Geonosian Skeleton issue (Solved)
Post by: SunFac1994 on November 01, 2016, 07:29:27 AM
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?

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Title: Re: Help please
Post by: i2Bros on November 01, 2016, 07:34:36 AM
What skeleton does the geonosian have? Did you put the right AnimationName in the unit folder? Can you post this unit .odf?
Title: Re: Help please
Post by: SunFac1994 on November 01, 2016, 07:41:13 AM
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]

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Title: Re: Geonosian Skeleton issue
Post by: 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.
Title: Re: Geonosian Skeleton issue
Post by: SunFac1994 on November 01, 2016, 08:32:22 AM
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.
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