SWBFGamers

Modding for the Original SWBF1 and SWBF2 => Released Assets => Topic started by: Nikoli on November 09, 2011, 04:55:56 PM

Title: AH-6 Littlebird
Post by: Nikoli on November 09, 2011, 04:55:56 PM
 :o OMG I'M RELEASING THIS??!?!?!?!?!    :XD:

So yeah, the texture's probably crap, and I'm not sure how good the odf is though.


Anyway, enjoy 8)
Title: Re: AH-6 Littlebird
Post by: SleepKiller on November 09, 2011, 04:58:33 PM
*DOWNLOADS WITHOUT THINKING*

Edit: 10/10 Staggering work I must say. Very nice job.
Title: Re: AH-6 Littlebird
Post by: Led on November 09, 2011, 05:15:52 PM
Thanks Nikoli!

:cheers:
Title: Re: AH-6 Littlebird
Post by: tirpider on November 09, 2011, 08:21:25 PM
I'm not a fan of the real life type stuff, but that's simply awsome, Nikoli.

Thank you very much for releasing this.
Title: Helicopter ODFs
Post by: Phobos on November 15, 2011, 10:38:09 PM
This is an excellent asset Nikoli thanks for sharing.

I found the helicopter ODF I located randomly back in May. It seems to be both similar and different than yours but I will post them both here for comparison.

Nikoli's rep_fly_gunship.odf
[GameObjectClass]
ClassLabel          = "flyer"
GeometryName            = "AH_6.msh"

[Properties]
FLYERSECTION            = "BODY"

ReserveOneForPlayer     = "1"

VehicleType         = "transport"
MapTexture          = "gunship_icon"
HealthTexture           = "HUD_rep_gunship_icon"
MapScale            = 2.0

GeometryName            = "AH_6"
FirstPerson         = "REP\repgunsh;rep_1st_cockpit_gunship"
FirstPersonFOV          = "60"
CockpitTension              = "12"
ThirdPersonFOV          = "55"

CollisionScale          = "2.5"
CollisionThreshold      = "5.0"

CollisionInflict = "0.1"

MaxHealth           = 2340.0
HealthType          = "vehicle"
//HitLocation           = "p_crithit 0"


PilotSkillRepairScale = 0.05

Acceleraton         = 15.0
MinSpeed            = -15.0
MidSpeed            = 0.0
MaxSpeed            = 45.0
StrafeSpeed         = 15.0

PitchRate           = 0.8
PitchFilter         = 1.75
TurnRate            = 1.0
TurnFilter          = 5.75

//TurnRate            = 1.25 // Max turn  //3.25 mouse!
//TurnFilter          = 5.75 // Speed of turn //5.75 mouse!


ThrustPitchAngle      = 0.2
StrafeRollAngle           = 0.1
BankAngle           = 0.55
BankFilter          = 5.5
LevelFilter         = 2.0

PCPitchRate         = 15.0
PCSpinRate          = 15.0
PCTurnRate          = 25.0

TakeoffTime         = 1.5
TakeoffSpeed            = 5.0
LandingTime         = 1.5
LandingSpeed            = 8.0
TakeoffHeight           = 10.0

EyePointOffset          = "0.0 0.0 10.0"
TrackCenter         = "0.0 4.0 -24.0"
TrackOffset         = "0.0 0.0 0.0 "
TiltValue           = "4.0"

AimTension          = "30.0"
MoveTension         = "4.5"

WEAPONSECTION           = "1"

WeaponName          = "rep_weap_fly_gunship_cannon"
WeaponAmmo          = "0"

AimerNodeName           = "front_gun_1"
AimerYawLimits          = "-20.0 20.0"
AimerPitchLimits        = "-20.0 20.0"
BarrelLength            = "1.0"
FireOutsideLimits       = "1"

NextAimer           = "-"

AimerNodeName           = "front_gun_2"
AimerYawLimits          = "-20.0 20.0"
AimerPitchLimits        = "-20.0 20.0"
BarrelLength            = "1.0"
FireOutsideLimits       = "1"

WEAPONSECTION           = "2"

WeaponName          = "rep_weap_fly_gunship_missile"
WeaponAmmo          = "0"

AimerNodeName           = "hp_cannon_1"
AimerYawLimits          = "-0.0 0.0"
AimerPitchLimits        = "-0.0 0.0"
BarrelLength            = "1.0"

NextAimer           = "-"

AimerNodeName           = "hp_cannon_2"
AimerYawLimits          = "-0.0 0.0"
AimerPitchLimits        = "-0.0 0.0"
BarrelLength            = "1.0"

PilotPosition           = "hp_pilot1"
PilotAnimation          = "drive"
IsPilotExposed          = "1"

VehiclePosition         = "common.vehiclepositions.pilot"

//********************************
//**********   CO PILOT  *********
//********************************
FLYERSECTION            = "TURRET1"

FirstPerson             = "rep\repsccam;rep_1st_cockpit_securitycam"
PitchRate           = 0.8
PitchFilter         = 2.75
TurnRate            = 1.3
TurnFilter          = 2.75

EyePointOffset      = "0.0 0.3 0.25"
TrackOffset         = "0.0 0.0 0.0"
TrackCenter     = "0.0 1.2 -1.0"
ThirdPersonFOV      = "55"

PilotPosition           = "hp_pilot2"
PilotAnimation          = "drive"
IsPilotExposed          = "1"

VehiclePosition         = "common.vehiclepositions.copilot"


///////////////////////////////////////////////////////////////


//////////////////////////
////DAMAGE///////////
///////////////

DamageStartPercent  = 60.0
DamageStopPercent   = 20.0
DamageEffect        = "vehiclespark"
DamageAttachPoint   = "hp_damage_3"

DamageStartPercent  = 60.0
DamageStopPercent   = 20.0
DamageEffect        = "vehiclesmoke"
DamageAttachPoint   = "hp_damage_2"

DamageStartPercent  = 60.0
DamageStopPercent   = 20.0
DamageEffect        = "vehiclespark"
DamageAttachPoint   = "hp_damage_4"

DamageStartPercent  = 50.0
DamageStopPercent   = 0.0
DamageEffect        = "vehiclesmoke"
DamageAttachPoint   = "hp_damage_1"

DamageStartPercent  = 30.0
DamageStopPercent   = 0.0
DamageEffect        = "vehiclesmoke"
DamageAttachPoint   = "hp_damage_3"

DamageStartPercent  = 50.0
DamageStopPercent   = 0.0
DamageEffect        = "vehiclesmoke"
DamageAttachPoint   = "hp_damage_4"

DamageStartPercent  = 10.0
DamageStopPercent   = 0.0
DamageEffect        = "vehicleflame"
DamageAttachPoint   = "hp_damage_1"



//ExplosionCritical = "rep_fly_gunship_exp"
ExplosionDestruct   = "rep_fly_gunship_exp"



///////////////////////////////////////////////////////////////
//// COLLISION

BuildingCollision       = "p_front_sphere"
BuildingCollision       = "p_left_sphere"
BuildingCollision       = "p_right_sphere"

TerrainCollision        = "p_front_sphere"
TerrainCollision        = "p_left_sphere"
TerrainCollision        = "p_right_sphere"

VehicleCollision        = "p_front_sphere"
VehicleCollision        = "p_left_sphere"
VehicleCollision        = "p_right_sphere"
VehicleCollision        = "p_center_sphere"
VehicleCollision        = "p_rear_sphere"

EngineSound         = "rep_fly_gunship_engine_parameterized"
TakeoffSound        = "rep_fly_gunship_takeoff"
LandSound           = "rep_fly_gunship_land"
HurtSound           = ""
DeathSound      = "imp_weap_ord_exp_lg"
VehicleCollisionSound   ="com_veh_collision_lg"
TurnOnSound         = ""
TurnOffSound        = ""
CISMusic            ="cis_vehicle"
RepMusic            ="rep_vehicle"
MusicSpeed          = ".30"
MusicDelay          = "3.0"
FoleyFXGroup    = "metal_foley"


Helicopter ODF from unknown person
QuoteHello, I got this new helicopter model ingame for one of my maps. I made it AI controlled, but now everytime it takes off, it flies 2 feet and then crashes into one of the buildings. The ones that don't crash just stay suspended in mid air frozen after they take off and spin around in a circle. What I want to know is, how do I set up my flyer odf so that it flys around on the path I set up for it and actually fires at the units like it is supposed to. Here is how I have my odf now if you want to look at it: (Thanks in advanced!)
[GameObjectClass]
ClassLabel          = "flyer"
GeometryName            = "helicopter2.msh"

[Properties]
FLYERSECTION            = "BODY"

ReserveOneForPlayer     = "0"

VehicleType         = "transport"
MapTexture          = ""
HealthTexture           = ""
MapScale            = 0.0
PilotType = self
GeometryName            = "helicopter2"
//FirstPerson         = ""
//FirstPersonFOV          = "60"
CockpitTension              = "12"
ThirdPersonFOV          = "55"

CollisionScale          = "2.5"
CollisionThreshold      = "5.0"

CollisionInflict = "0.1"

MaxHealth           = "100000"
RespawnTime     = "0.0"
HealthType          = "vehicle"
//HitLocation           = "p_crithit 0"


PilotSkillRepairScale = 0.01

Acceleraton         = 20.0
MinSpeed            = -15.0
MidSpeed            = 0.0
MaxSpeed            = 45.0
StrafeSpeed         = 15.0

PitchRate           = 0.8
PitchFilter         = 1.75
TurnRate            = 1.0
TurnFilter          = 5.75

//TurnRate              = 1.25 // Max turn  //3.25 mouse!
//TurnFilter            = 5.75 // Speed of turn //5.75 mouse!


//ThrustPitchAngle      = 0.2
//StrafeRollAngle           = 0.1
BankAngle           = 0.55
BankFilter          = 5.5
LevelFilter         = 2.0

PCPitchRate         = 15.0
PCSpinRate          = 15.0
PCTurnRate          = 25.0

TakeoffTime         = 4.5
TakeoffSpeed            = 5.0
LandingTime         = 4.5
LandingSpeed            = 8.0
TakeoffHeight           = 10.0

EyePointOffset          = "0.0 0.0 10.0"
TrackCenter         = "0.0 10.0 -24.0"
TrackOffset         = "0.0 0.0 0.0 "
TiltValue           = "4.0"

AimTension          = "30.0"
MoveTension         = "4.5"

WEAPONSECTION           = "1"

WeaponName          = "all_weap_fly_turret_cannon"
WeaponAmmo          = "0"

AimerNodeName           = "hp_fire"
AimerYawLimits          = "-20.0 20.0"
AimerPitchLimits        = "-20.0 20.0"
BarrelLength            = "1.0"
FireOutsideLimits       = "1"

NextAimer           = "-"

AimerNodeName           = "hp_fire"
AimerYawLimits          = "-20.0 20.0"
AimerPitchLimits        = "-20.0 20.0"
BarrelLength            = "1.0"
FireOutsideLimits       = "1"

WEAPONSECTION           = "2"

WeaponName          = "all_weap_fly_awing_missile"
WeaponAmmo          = "18"

AimerNodeName           = "hp_fire"
AimerYawLimits          = "-0.0 0.0"
AimerPitchLimits        = "-0.0 0.0"
BarrelLength            = "1.0"

NextAimer           = "-"

AimerNodeName           = "hp_fire"
AimerYawLimits          = "-0.0 0.0"
AimerPitchLimits        = "-0.0 0.0"
BarrelLength            = "1.0"

VehiclePosition         = "common.vehiclepositions.pilot"

//********************************
//**********   CO PILOT  *********
//********************************
FLYERSECTION            = "TURRET1"
PilotType = self
FirstPerson             = "rep\repsccam;rep_1st_cockpit_securitycam"
PitchRate           = 0.8
PitchFilter         = 2.75
TurnRate            = 1.3
TurnFilter          = 2.75


PitchLimits         = "-20 50"
YawLimits           = "-89 89"
EyePointOffset          = "0.0 10.0 0.0"
TrackCenter         = "0.0 7.0 -10.0"
TrackOffset         = "0.0 1.0 14.0"
TiltValue           = "5.0"

WEAPONSECTION           = "1"
WeaponName          = "all_weap_fly_turret_cannon"
WeaponAmmo          = "0"

AimerNodeName           = "hp_fire"
AimerYawLimits          = "-160.0 20.0"//"-160.0 -20.0"
AimerPitchLimits        = "-80.0 80.0"
BarrelLength            = "1.0"

//WEAPONSECTION         = "2"
NextAimer           = "-"

WeaponName          = "all_weap_fly_turret_cannon"
WeaponAmmo          = "0"

AimerNodeName           = "hp_fire"
AimerYawLimits          = "-20.0 160.0"//"20.0 160.0"
AimerPitchLimits        = "-80.0 80.0"
BarrelLength            = "1.0"

VehiclePosition         = "common.vehiclepositions.copilot"
//********************************
//********  R BALL TURRET  *******
//********************************

FLYERSECTION            = "TURRET2"
PilotType = self
PitchRate           = 0.8
PitchFilter         = 2.75
TurnRate            = 1.3
TurnFilter          = 2.75


FirstPerson         = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits           = "-115.0 0.0"
PitchLimits         = "-30.0 70.0"

PCPitchTurnFactor       = "20.0"
PCYawTurnFactor         = "20.0"


EyePointOffset          = "0.0 0.3 0.25"
TrackOffset             = "0.0 0.0 0.0"
TrackCenter         = "0.0 1.2 -1.0"
ThirdPersonFOV          = "55"
TiltValue           = "0.0"
TurretNodeName          = "hp_fire"
FirePointName           = "hp_fire"


WeaponName          = "all_weap_fly_awing_missile"
WeaponAmmo          = "0"

BarrelLength            = "0.0"

PilotPosition           = "hp_pilot"
//PilotAnimation          = "drive"
IsPilotExposed          = "0"

TurretYawSound         = "turret_whir_yaw_lp"
TurretYawSoundPitch    = "0.7"
TurretPitchSound       = "turret_whir_pitch_lp"
TurretPitchSoundPitch  = "0.7"
TurretAmbientSound     = ""
TurretActivateSound    = "vehicle_equip"
TurretDeactivateSound  = ""
TurretStartSound       = ""
TurretStopSound        = ""

VehiclePosition         = "common.vehiclepositions.rightturret"

//********************************
//********  L BALL TURRET  *******
//********************************
FLYERSECTION        = "TURRET3"
PilotType = self
PitchRate           = 0.8
PitchFilter         = 2.75
TurnRate            = 1.3
TurnFilter          = 2.75


//FirstPerson         = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits           = "0.0 115.0"
PitchLimits         = "-30.0 70.0"

//YawLimits         = "0.0 170.0"
//PitchLimits       = "10.0 70.0"

PCPitchTurnFactor   = "20.0"
PCYawTurnFactor     = "20.0"

//PitchTurnFactor   = "1.0"
//YawTurnFactor         = "1.0"

EyePointOffset      = "0.0 0.3 0.25"
TrackOffset         = "0.0 0.0 0.0"
TrackCenter     = "0.0 1.2 -1.0"
ThirdPersonFOV      = "55"
TiltValue       = "0.0"
TurretNodeName      = "hp_fire"
FireNodeName        = "hp_fire"

WeaponName          = "all_weap_fly_awing_missile"
WeaponAmmo          = "0"

BarrelLength        = "0.0"

PilotPosition       = "hp_pilot"
PilotAnimation      = "drive"
IsPilotExposed      = "0"

TurretYawSound         = "turret_whir_yaw_lp"
TurretYawSoundPitch    = "0.7"
TurretPitchSound       = "turret_whir_pitch_lp"
TurretPitchSoundPitch  = "0.7"
TurretAmbientSound     = ""
TurretActivateSound    = "vehicle_equip"
TurretDeactivateSound  = ""
TurretStartSound       = ""
TurretStopSound        = ""

VehiclePosition     = "common.vehiclepositions.leftturret"

////////////////////////////////
//FLYERSECTION        = "TURRET4"
////////////////////////////////


//PassengerSlots          = "4"


//PassengerEyePoint       = "hp_passenger1"

//ForceMode           = 1
//ThirdPersonFOV          = 60
//PitchRate           = 0.8
//PitchFilter         = 2.75
//TurnRate            = 1.3
//TurnFilter          = 2.75

//YawLimits           = "25.0 115.0"
//PitchLimits         = "-10.0 20.0"
//
//PCPitchTurnFactor   = "20.0"
//PCYawTurnFactor     = "20.0"
//
//PitchTurnFactor     = "1.0"
//YawTurnFactor       = "1.0"
//
//EyePointOffset      = "0.0 10.0 -2.5"
//MountPos        = "1.5 -0.75 1.75"
//TrackCenter     = "0.0 0.0 -3.0"
//TrackOffset     = "0.0 0.0 0.0"

//ControlsUnit = "1"
//PilotPosition       = "hp_passenger3"
//PilotAnimation      = "standing"

//VehiclePosition     = "common.vehiclepositions.passenger"

///////////////////////////////////////////////////////////////

//***********************************************
//***********  COMMAND POST VALUES  *************
//***********************************************

//SpawnPointCount       = "6"
//SpawnPointLocation        = "8.0 0.0 0.0 5"
//SpawnPointLocation        = "8.0 0.0 4.0 5"
//SpawnPointLocation        = "8.0 0.0 -4.0 5"
//SpawnPointLocation        = "-8.0 0.0 0.0 355"
//SpawnPointLocation        = "-8.0 0.0 4.0 355"
//SpawnPointLocation        = "-8.0 0.0 -4.0 355"
//ValueBleed            = 10
//Value_ATK_Alliance        = 10
//Value_ATK_CIS             = 10
//Value_ATK_Empire      = 10
//Value_ATK_Republic        = 10
//Value_ATK_Locals      = 0
//Value_DEF_Alliance        = 0
//Value_DEF_CIS             = 0
//Value_DEF_Empire      = 0
//Value_DEF_Republic        = 0
//Value_DEF_Locals      = 0
//LegRayHitLength       = "16"


//CHUNKSECTION        = "CHUNK1"
//ChunkGeometryName   = "gunship_chunk1"
//ChunkNodeName       = "Wing_gun_housing_2"
//ChunkTerrainCollisions  = "5"
ChunkTerrainEffect  = "dirtspray"
ChunkPhysics        = "FULL"
ChunkOmega      = "2.0 2.0 1.5"
ChunkBounciness         = 0.45
ChunkStickiness         = 0.25
ChunkSpeed      = "10.0"
ChunkUpFactor       = "0.00"
ChunkTrailEffect        = "com_sfx_chunktrail_sm"

//CHUNKSECTION        = "CHUNK2"
//ChunkGeometryName   = "gunship_chunk2"
//ChunkNodeName       = "main_backdoor_R"
//ChunkTerrainCollisions  = "4"
ChunkTerrainEffect  = "dirtspray"
ChunkPhysics        = "FULL"
ChunkOmega      = "2.0 2.5 2.0"
ChunkBounciness         = 0.45
ChunkStickiness         = 0.25
ChunkSpeed      = "8.0"
ChunkUpFactor       = "0.00"
ChunkTrailEffect        = "com_sfx_chunktrail_sm"

//CHUNKSECTION        = "CHUNK3"
//ChunkGeometryName   = "REP_LA_AT_Gunship_hulk"
//ChunkNodeName       = ""
ChunkTerrainCollisions  = "0"
ChunkTerrainEffect  = "com_sfx_explosion_lg"
ChunkTrailEffect        = "com_sfx_chunktrail_sm"
ChunkPhysics        = "FULL"
ChunkOmega      = "1.0 1.0 1.0"
ChunkSpeed      = "12.0"

//ChunkSmokeEffect    = "com_sfx_smokeplume"
//ChunkSmokeNodeName  = "hp_tail"

//ChunkSmokeEffect    = "com_sfx_smokeplume"
//ChunkSmokeNodeName  = "hp_smoke2"

//ChunkSmokeEffect    = "com_sfx_smokeplume"
//ChunkSmokeNodeName  = "hp_smoke3"

//ChunkSmokeEffect    = "com_sfx_smokeplume"
//ChunkSmokeNodeName  = "hp_smoke4"

//////////////////////////
////DAMAGE///////////
///////////////

DamageStartPercent  = 60.0
DamageStopPercent   = 20.0
DamageEffect        = "com_sfx_vehiclespark"
DamageAttachPoint   = "hp_pilot"

DamageStartPercent  = 60.0
DamageStopPercent   = 20.0
DamageEffect        = "com_sfx_vehiclesmoke"
DamageAttachPoint   = "hp_pilot"

DamageStartPercent  = 60.0
DamageStopPercent   = 20.0
DamageEffect        = "com_sfx_vehiclespark"
DamageAttachPoint   = "hp_effect"

DamageStartPercent  = 50.0
DamageStopPercent   = 0.0
DamageEffect        = "com_sfx_vehiclesmoke"
DamageAttachPoint   = "hp_effect"

DamageStartPercent  = 30.0
DamageStopPercent   = 0.0
DamageEffect        = "com_sfx_vehiclesmoke"
DamageAttachPoint   = "hp_tail"

DamageStartPercent  = 50.0
DamageStopPercent   = 0.0
DamageEffect        = "com_sfx_vehiclesmoke"
DamageAttachPoint   = "hp_effect"

DamageStartPercent  = 10.0
DamageStopPercent   = 0.0
DamageEffect        = "com_sfx_vehicleflame"
DamageAttachPoint   = "hp_tail"



//ExplosionCritical = "rep_fly_gunship_exp"
ExplosionDestruct   = "rep_fly_gunship_exp"



///////////////////////////////////////////////////////////////
//// COLLISION

//BuildingCollision       = "p_front_sphere"
//BuildingCollision       = "p_left_sphere"
//BuildingCollision       = "p_right_sphere"

//TerrainCollision        = "p_front_sphere"
//TerrainCollision        = "p_left_sphere"
//TerrainCollision        = "p_right_sphere"

//VehicleCollision        = "p_front_sphere"
//VehicleCollision        = "p_left_sphere"
//VehicleCollision        = "p_right_sphere"
//VehicleCollision        = "p_center_sphere"
//VehicleCollision        = "p_rear_sphere"

//SoldierCollision        = "p_ball_turret_1"
//SoldierCollision        = "p_ball_turret_2"
//SoldierCollision        = "CollisionMesh"

//OrdnanceCollision       = "p_ball_turret_1"
//OrdnanceCollision       = "p_ball_turret_2"
//OrdnanceCollision       = "CollisionMesh"

EngineSound         = "rep_fly_gunship_engine_parameterized"
TakeoffSound        = "speederbike_engine_parameterized"
LandSound           = "speederbike_engine_parameterized"
HurtSound           = "imp_weap_ord_exp_lg"
DeathSound          = "imp_weap_ord_exp_lg"
VehicleCollisionSound   ="com_veh_collision_lg"
TurnOnSound         = ""
TurnOffSound        = ""
FoleyFXGroup        = "metal_foley"
Title: Re: AH-6 Littlebird
Post by: [FC]Target on November 16, 2011, 08:08:45 AM
I would try to take the // off before the collision data
Title: Re: AH-6 Littlebird
Post by: jdee-barc on November 16, 2011, 12:37:24 PM
For some reason, maybe a bug in the exe, auto-piloting with (pilottype = "self") does not work properly in BF1, from what i've tested with different vehicles

-flyers just stay stationary, and don't take off for me.
-walkers crash with pilottype = self for me
-turrets work but only fire in one direction un less entered, but even then, you have no control over firing the gun, you can only point it in directions (use commands > auto-fire = "1" to make it fire on its own, and (controllable = 0) if you want it to be un-pilotable.
-i've never tried a hover vehicle before

and pilottype = remote, only works for odfs with "droid" set as the GameObjectClass
Pilottype = vehicleself > i think is only existent in BF2
pilottype = none > untested.
Title: Re: AH-6 Littlebird
Post by: Phobos on November 16, 2011, 03:45:47 PM
I wish we had more information about classlabels as they seem to be the primary control factor for many game variables. For instance, my experiments with switching out a recon droid mesh with a bespin walkway platform (the goal was to be able to have snipers deploy a platform they could stand on while shooting), no matter what mesh was used, the shape of the object was ignored and the unit collision was treated as a sphere. You can't stand still and this is due to the classlabel enforcing an invisible sphere collision in place of the object's true shape. Another classlabel restriction I came into I can't discuss here - if only there was a way around these.
Title: Re: AH-6 Littlebird
Post by: jdee-barc on November 16, 2011, 04:21:45 PM
Quote from: Phobos Developer on November 16, 2011, 03:45:47 PM
Another classlabel restriction I came into I can't discuss here - if only there was a way around these.

ok i'm sorry to say you've prodded my curiousity too far :P pm it if it cannot be discussed in-forum. but what is the reason it cannot be discussed?
Title: Re: AH-6 Littlebird
Post by: Bamdur on November 16, 2011, 04:32:11 PM
Quote from: Phobos Developer on November 16, 2011, 03:45:47 PM
I wish we had more information about classlabels as they seem to be the primary control factor for many game variables. For instance, my experiments with switching out a recon droid mesh with a bespin walkway platform (the goal was to be able to have snipers deploy a platform they could stand on while shooting), no matter what mesh was used, the shape of the object was ignored and the unit collision was treated as a sphere. You can't stand still and this is due to the classlabel enforcing an invisible sphere collision in place of the object's true shape. Another classlabel restriction I came into I can't discuss here - if only there was a way around these.
thats entirely true. we both got working recon boxes in game, which you could stand on and had box collision.
Title: Re: AH-6 Littlebird
Post by: Phobos on November 16, 2011, 06:50:18 PM
Quote from: jdee-barc on November 16, 2011, 04:21:45 PM
ok i'm sorry to say you've prodded my curiousity too far :P pm it if it cannot be discussed in-forum. but what is the reason it cannot be discussed?
Because some people are still unable to understand the clear distinctions between mods and hacks. If you are interested in discussing  the second classlabel experiment I conducted we can talk over xfire about it.

An interest I have is finding out what file(s) control which properties do and do not apply to each individual classlabel, and possibly altering it. This discussion has nothing to do with helicopters so maybe it belongs in another thread.
Title: Re: AH-6 Littlebird
Post by: SleepKiller on November 16, 2011, 07:20:02 PM
Quote from: Phobos Developer on November 16, 2011, 06:50:18 PM
Because some people are still unable to understand the clear distinctions between mods and hacks. If you are interested in discussing  the second classlabel experiment I conducted we can talk over xfire about it.

An interest I have is finding out what file(s) control which properties do and do not apply to each individual classlabel, and possibly altering it. This discussion has nothing to do with helicopters so maybe it belongs in another thread.
Let us look at the files in SWBF folder. Two DLLS one for playing movies another is something microsoft does...  Hmm, that must mean the EXE does.
Title: Re: AH-6 Littlebird
Post by: Phobos on November 16, 2011, 07:29:16 PM
Quote from: SleepKiller on November 16, 2011, 07:20:02 PM
Let us look at the files in SWBF folder. Two DLLS one for playing movies another is something microsoft does...  Hmm, that must mean the EXE does.
So more explicity, the EXE sets the boundaries on what ODF properties function within the ODF classlabel hierarchy?
Title: Re: AH-6 Littlebird
Post by: SleepKiller on November 16, 2011, 07:54:04 PM
Yes I'm 99.99999% sure it does. And I'm 100% sure it is not done via LUA.
Title: Re: AH-6 Littlebird
Post by: jdee-barc on November 16, 2011, 09:08:13 PM
logically, it should be in the exe. if you open the exe in a hexeditor, you can search for entityclasses. hover, flyer, walker, etc. the lua commands are hardcoded as well.
Title: Re: AH-6 Littlebird
Post by: Led on November 16, 2011, 11:03:35 PM
For the record, I don't care if you talk about exe modifications here (as long as it is not about defeating the copy protection), and I don't care if cheat engine is information is shared here.

Distributing an exe file though, should be discussed elsewhere.
Title: Re: AH-6 Littlebird
Post by: Nikoli on January 12, 2012, 01:33:00 PM
Thanks guys for the feedback. IIRC both ODFs work correctly but the later one had some tweaks for balance reasons. one problem that I did run into, was that the collision was kinda funky due to the rotors. Anyway I hope to post some more assets soon.
Title: Re: AH-6 Littlebird
Post by: Phobos on January 12, 2012, 06:04:30 PM
Quote from: Buckler on November 16, 2011, 11:03:35 PM
For the record, I don't care if you talk about exe modifications here (as long as it is not about defeating the copy protection), and I don't care if cheat engine is information is shared here.

Distributing an exe file though, should be discussed elsewhere.
Is removing the need to insert the game disc (no cd hack) considered defeating copy protection; or is that in reference to cd key protection? I think the cd key controls are stored a different exe than battlefront.exe (install\CDKey.exe)

Quote from: Nikoli on January 12, 2012, 01:33:00 PM
Thanks guys for the feedback. IIRC both ODFs work correctly but the later one had some tweaks for balance reasons. one problem that I did run into, was that the collision was kinda funky due to the rotors. Anyway I hope to post some more assets soon.
That is great news Nikoli thanks for your generosity to the modding community. Were the rotors difficult to make in zeroeditor?
Title: Re: AH-6 Littlebird
Post by: Led on January 12, 2012, 06:08:57 PM
Quote from: Phobos Developer on January 12, 2012, 06:04:30 PM
Is removing the need to insert the game disc (no cd hack) considered defeating copy protection; or is that in reference to cd key protection? I think the cd key controls are stored a different exe than battlefront.exe (install\CDKey.exe)


I think that the CD check was intended to prevent software piracy.  (Which is unfortunate, since that is the thing that keeps us from going to 1.3 beta.)
Title: Re: AH-6 Littlebird
Post by: Phobos on January 12, 2012, 08:12:01 PM
Quote from: Buckler on January 12, 2012, 06:08:57 PM
I think that the CD check was intended to prevent software piracy.  (Which is unfortunate, since that is the thing that keeps us from going to 1.3 beta.)
Very unfortunate, but also understandable from a marketing perspective. The developers main concern was making money off this game and this is why they incorporated protection features.
Title: Re: AH-6 Littlebird
Post by: SleepKiller on January 12, 2012, 09:09:41 PM
Quote from: Phobos Developer on January 12, 2012, 08:12:01 PM
Very unfortunate, but also understandable from a marketing perspective. The publishers main concern was making money off this game and this is why they incorporated protection features.
Fixed.
Title: Re: AH-6 Littlebird
Post by: Phobos on January 12, 2012, 10:30:25 PM
Quote from: SleepKiller on January 12, 2012, 09:09:41 PM
Fixed.
No need to try fixing my post it's fine the way it is. You think the people developing the game had no interest in money? They only developed it because they got a paycheck for doing so. Name me at least two pandemic/lucasarts developer who volunteered their work for free (and u can't say psych0fred on this) and I will accept your fix. Yes publishers, but also developers. Everyone listed in the credits, even George Lucas himself made a profit from this game. And I'm glad to have supported them when I bought the game from the store.
Title: Re: AH-6 Littlebird
Post by: SleepKiller on January 12, 2012, 10:52:34 PM
*THIS POST IS BLANK BECAUSE I KNOW Phobos CAN NOT BE CORRECTED WHEN HE IS WRONG* (I'm not shouting btw. just doing the *MESSAGE HERE* format)
Title: Re: AH-6 Littlebird
Post by: Phobos on January 12, 2012, 10:54:37 PM
I think you were just adding to my post, that is to say neither of us were wrong.
Title: Re: AH-6 Littlebird
Post by: Led on January 13, 2012, 03:46:52 AM
Well, this is taking this topic off course, but I do hope the developers made money off this game--they certainly deserved it!

BTW, since CD checking is probably for defeating piracy/copy protection, those discussions should be left off of this forum.


topic locked.

Nikoli, if you release assets, please make a new post.  (Sorry for the hijack :) )
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