Greetings! I used the models of some of the characters from the BF2 for BF1, but with a girl-sniper rebel there was a problem. As you can see, her neck and the model itself looks like an elongated. Advise how to fix this ? As well would be grateful for the advice, how to use the animation from the Battlefront 2.
Thank you in advance!
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi.piccy.info%2Fi7%2Fac7ea3dc2a98463e719fcdcde3123ad9%2F1-5-7220%2F9982242%2F7_240.jpg&hash=3ec3ebbaac3f9696fd61859c862e94219216dc73) (http://piccy.info/view3/2935362/eca450747e842bc023e731bd63c0a9ac/)
ODF-file
[spoiler]
[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "all_inf_marksperson.msh"
[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"
Label = "Rebel Scout"
UnitType = "Scout"
IconTexture = "all_spy_icon"
MapTexture = "troop_icon"
MapScale = 1.4
GeometryName = "all_inf_marksperson"
AnimationName = "all_inf_snowtrooper"
SkeletonName = "marksperson"
SkeletonRootScale = "0.95"
CollisionRootScale = "0.95"
FirstPerson = "all\allmarks;all_1st_marksperson"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
GeometryLowRes = "all_inf_marksperson_low1"
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 = 240.0
Acceleraton = 70.0
MaxSpeed = 7.0
MaxStrafeSpeed = 4.5
MaxTurnSpeed = 4.0
WeaponName1 = "all_weap_inf_sniperrifle"
WeaponAmmo1 = 10
WeaponName2 = "all_weap_inf_pistol"
WeaponAmmo2 = 0
WeaponName3 = "all_weap_inf_thermaldetonator"
WeaponAmmo3 = 4
WeaponChannel3 = 1
WeaponName4 = "all_weap_inf_remotedroid"
WeaponAmmo4 = 1
WeaponChannel4 = 1
AimFactorPostureSpecial = 50
AimFactorPostureStand = 100
AimFactorPostureCrouch = 140
AimFactorPostureProne = 160
AimFactorStrafe = 60
AimFactorMove = 70
AISizeType = "SOLDIER"
HurtSound = "all_inf_com_chatter_wound_female"
DeathSound = "all_inf_com_chatter_death_female"
DamageRegionSound = "allfemalechoke"
ChokeSound = "allfemaleforcechoke"
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = "allfemaleforcechoke"
ClothingRustleSound = ""
LowHealthSound = ""
LowHealthThreshold = ".25"
FoleyFXClass = "all_inf_soldier"
// squad command VO
//SCFieldMoveOutSound = "all_inf_com_chatter_tac_moveout"
//SCFieldHoldSound = "all_inf_com_chatter_tac_hold"
//SCFieldFollowSound = "all_inf_com_chatter_tac_follow"
//SCDriverGetInSound = "all_inf_com_chatter_tac_needgunner"
//SCDriverGetOutSound = "all_inf_com_chatter_tac_moveout"
//SCPassengerMoveOutSound = "all_inf_com_chatter_tac_spreadout"
//SCPassengerStopSound = "all_inf_com_chatter_tac_stop"
//SCPassengerGetInSound = "all_inf_com_chatter_tac_needgunner"
//SCPassengerGetOutSound = "all_inf_com_chatter_tac_moveout"
//SCGunnerAllClearSound = "all_inf_com_chatter_tac_allclear"
//SCGunnerSteadySound = "all_inf_com_chatter_tac_stop"
//SCGunnerGetInSound = "all_inf_com_chatter_tac_needgunner"
//SCGunnerGetOutSound = "all_inf_com_chatter_tac_moveout"
//SCResponseYessirSound = "all_inf_com_chatter_tac_yes"
//SCResponseNosirSound = "all_inf_com_chatter_tac_no"
// AIsquad command VO
//AISCFieldMoveOutSound = "ai_all_inf_com_chatter_tac_moveout"
//AISCFieldHoldSound = "ai_all_inf_com_chatter_tac_hold"
//AISCFieldFollowSound = "ai_all_inf_com_chatter_tac_follow"
//AISCDriverGetInSound = "ai_all_inf_com_chatter_tac_needgunner"
//AISCDriverGetOutSound = "ai_all_inf_com_chatter_tac_moveout"
//AISCPassengerMoveOutSound = "ai_all_inf_com_chatter_tac_spreadout"
//AISCPassengerStopSound = "ai_all_inf_com_chatter_tac_stop"
//AISCPassengerGetInSound = "ai_all_inf_com_chatter_tac_needgunner"
//AISCPassengerGetOutSound = "ai_all_inf_com_chatter_tac_moveout"
//AISCGunnerAllClearSound = "ai_all_inf_com_chatter_tac_allclear"
//AISCGunnerSteadySound = "ai_all_inf_com_chatter_tac_stop"
//AISCGunnerGetInSound = "ai_all_inf_com_chatter_tac_needgunner"
//AISCGunnerGetOutSound = "ai_all_inf_com_chatter_tac_moveout"
//AISCResponseYessirSound = "ai_all_inf_com_chatter_tac_yes"
//AISCResponseNosirSound = "ai_all_inf_com_chatter_tac_no"
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
[/spoiler]
All_inf_soldiers.req C:\BFBuilder\DataAlliance\Sides\ALL\REQ
[spoiler]ucft
{
REQN
{
"zafbin"
"marksperson"
}
REQN
{
"class"
"all_inf_marksman"
"all_inf_marksmanjungle"
"all_inf_marksmansnow"
}
}[/spoiler]
May be you need to try "deathstarleia" animation?
It has a custom skeleton. Make sure the right files are in there.
This part isn't needed.
REQN
{
"zafbin"
"marksperson"
}
The munger sets up a .req file for the ODF, Animations included. And I've never found copying over the SWBFII Skeletons to work.
@Sereja and Snake Have you two gotten her to work before?
Yes, she look's nice at my map, see the pics:
http://www.freeimagehosting.net/n6okw (http://www.freeimagehosting.net/n6okw)
http://www.freeimagehosting.net/zxwe8 (http://www.freeimagehosting.net/zxwe8)
Quote from: Sereja on April 25, 2012, 04:10:01 PM
Yes, she look's nice at my map, see the pics:
http://www.freeimagehosting.net/n6okw (http://www.freeimagehosting.net/n6okw)
http://www.freeimagehosting.net/zxwe8 (http://www.freeimagehosting.net/zxwe8)
Nice, I've done it to. I was just making sure you two weren't leading him astray.
I got it to work in my conversion mod that I lost. Using the skeleton seemed to work if I remember correctly.
Hi Sereja. Glad to see you in this forum.
Quote from: Sereja on April 25, 2012, 11:17:06 AM
May be you need to try "deathstarleia" animation?
Unfortunately this is no different from marksperson, I've tried that and another.
ODF[spoiler][GameObjectClass]
ClassLabel = "soldier"
GeometryName = "all_inf_marksperson.msh"
[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"
Label = "Rebel Scout"
UnitType = "Scout"
IconTexture = "all_spy_icon"
MapTexture = "troop_icon"
MapScale = 1.4
GeometryName = "all_inf_marksperson"
AnimationName = "all_inf_snowtrooper"
SkeletonName = "deathstarleia"
SkeletonRootScale = "0.95"
CollisionRootScale = "0.95"
FirstPerson = "all\allleia;all_1st_deathstarleia"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
GeometryLowRes = "all_inf_marksperson_low1"
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 = 400.0
Acceleraton = 70.0
MaxSpeed = 7.0
MaxStrafeSpeed = 4.5
MaxTurnSpeed = 4.0
WeaponName1 = "all_weap_inf_sniperrifle"
WeaponAmmo1 = 10
WeaponName2 = "all_weap_inf_pistol"
WeaponAmmo2 = 0
WeaponName3 = "all_weap_inf_thermaldetonator"
WeaponAmmo3 = 4
WeaponChannel3 = 1
WeaponName4 = "all_weap_inf_remotedroid"
WeaponAmmo4 = 1
WeaponChannel4 = 1
AimFactorPostureSpecial = 50
AimFactorPostureStand = 100
AimFactorPostureCrouch = 140
AimFactorPostureProne = 160
AimFactorStrafe = 60
AimFactorMove = 70
AISizeType = "SOLDIER"
HurtSound = "all_inf_com_chatter_wound_female"
DeathSound = "all_inf_com_chatter_death_female"
DamageRegionSound = "allfemalechoke"
ChokeSound = "allfemaleforcechoke"
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = "allfemaleforcechoke"
ClothingRustleSound = ""
LowHealthSound = ""
LowHealthThreshold = ".25"
FoleyFXClass = "all_inf_soldier"
// squad command VO
//SCFieldMoveOutSound = "all_inf_com_chatter_tac_moveout"
//SCFieldHoldSound = "all_inf_com_chatter_tac_hold"
//SCFieldFollowSound = "all_inf_com_chatter_tac_follow"
//SCDriverGetInSound = "all_inf_com_chatter_tac_needgunner"
//SCDriverGetOutSound = "all_inf_com_chatter_tac_moveout"
//SCPassengerMoveOutSound = "all_inf_com_chatter_tac_spreadout"
//SCPassengerStopSound = "all_inf_com_chatter_tac_stop"
//SCPassengerGetInSound = "all_inf_com_chatter_tac_needgunner"
//SCPassengerGetOutSound = "all_inf_com_chatter_tac_moveout"
//SCGunnerAllClearSound = "all_inf_com_chatter_tac_allclear"
//SCGunnerSteadySound = "all_inf_com_chatter_tac_stop"
//SCGunnerGetInSound = "all_inf_com_chatter_tac_needgunner"
//SCGunnerGetOutSound = "all_inf_com_chatter_tac_moveout"
//SCResponseYessirSound = "all_inf_com_chatter_tac_yes"
//SCResponseNosirSound = "all_inf_com_chatter_tac_no"
// AIsquad command VO
//AISCFieldMoveOutSound = "ai_all_inf_com_chatter_tac_moveout"
//AISCFieldHoldSound = "ai_all_inf_com_chatter_tac_hold"
//AISCFieldFollowSound = "ai_all_inf_com_chatter_tac_follow"
//AISCDriverGetInSound = "ai_all_inf_com_chatter_tac_needgunner"
//AISCDriverGetOutSound = "ai_all_inf_com_chatter_tac_moveout"
//AISCPassengerMoveOutSound = "ai_all_inf_com_chatter_tac_spreadout"
//AISCPassengerStopSound = "ai_all_inf_com_chatter_tac_stop"
//AISCPassengerGetInSound = "ai_all_inf_com_chatter_tac_needgunner"
//AISCPassengerGetOutSound = "ai_all_inf_com_chatter_tac_moveout"
//AISCGunnerAllClearSound = "ai_all_inf_com_chatter_tac_allclear"
//AISCGunnerSteadySound = "ai_all_inf_com_chatter_tac_stop"
//AISCGunnerGetInSound = "ai_all_inf_com_chatter_tac_needgunner"
//AISCGunnerGetOutSound = "ai_all_inf_com_chatter_tac_moveout"
//AISCResponseYessirSound = "ai_all_inf_com_chatter_tac_yes"
//AISCResponseNosirSound = "ai_all_inf_com_chatter_tac_no"
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
[/spoiler]
all_inf_marks.req[spoiler]ucft
{
REQN
{
"zafbin"
"deathstarleia"
}
REQN
{
"class"
"all_inf_marksman"
}
}[/spoiler]
From the file all_inf_soldiers name "All_inf_marksman" I removed.
SleepKiller, if you mean files marksperson.zafbin and deathstarleia.zafbin I put them in a folder munged his mods.
Sereja, that would not engage in a long time this issue, could you upload hither your variant of her and all the files that are needed for this ? It would be interesting to see her in the work.
Also, in the assets of SWBF2 I found her animation which is located at the address Animations\SoldierAnimationBank\marksperson\basepose.msh if I understand correctly - this animation movement ? If anyone knows how to configure her for use in Battlefront1 would be grateful for advice.
Glad to see you too, I am upload rebel marksman files at this forum, and you have to search it, in category "others". Hope your question at last will be solved.
You're sure you have this in the .odf?
SkeletonName = "marksperson"
SkeletonLowRes = "leialz"
SkeletonRootScale = "0.95"
CollisionRootScale = "0.95"
I think this one is impossible for SWBF1: SkeletonLowRes = "leialz"
It is just crash the game.
Quote from: Sereja on April 26, 2012, 04:23:31 PM
I think this one is impossible for SWBF1: SkeletonLowRes = "leialz"
It is just crash the game.
Never crashed for me, just didn't work.
Yeah it doesn't crash. I'll do some testing because I have a few ideas. I'll edit this post when I'm done.
Possible, it never crash for you, because you never add the line for sceleton, in REQ file, and the game just do not "feel" it.
Quote from: Sereja on April 26, 2012, 05:14:18 PM
Possible, it never crash for you, because you never add the line for sceleton, in REQ file, and the game just do not "feel" it.
But the munger generates .req files that automatically call for the Skeletons.
Quote from: Sereja on April 25, 2012, 04:10:01 PM
Yes, she look's nice at my map, see the pics:
http://www.freeimagehosting.net/n6okw (http://www.freeimagehosting.net/n6okw)
http://www.freeimagehosting.net/zxwe8 (http://www.freeimagehosting.net/zxwe8)
What map is that?
The map is mine, and it's name Nar Shaddaa: Vertical City. It based on SWFU, and SWBH games. It included totaly new props and effects, but I am not released it yet. Mostly becose I need door animation, and still do not understand, how to make it. I am using ModTool, so possible I can't export it anyway...
And few words for sceletons:
in my practice it works automaticaly only for vehicles, but for infantry, I have to always add REQ lines. You can check EWK sample, from assets.
Well when you finish fixing it upload it because from those 2 pictures it looked really cool!
Thank's, I do my best.
Quote from: Sereja on April 26, 2012, 05:40:04 PM
Mostly becose I need door animation, and still do not understand, how to make it. I am using ModTool, so possible I can't export it anyway...
Theres a door and an animation with it in Jabbas Palace assets
Yes, and I am use some of them, but I need very specifical "bar door", which can be open, by 3 separate parts.
I tested some things and the marksperson is the same when i add the skeleton lines and when i take them out.
--EDIT
deathstarleia and all_inf_marksperson and without any skeleton lines all look the same.. I don't remember how I got it to work before.
You mean it is not work?
I just figure out, how the SWBFgamers uploader links system works, so here the link for the SWBF2 rebel marksman, for explore:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=550 (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=550)
Yours doesn't seem to work either :/
What?! If she do not work, how I cud make these pics at all? I have only one explanation: you do something wrong...
May be somebody else cud download it, test it, and post reply?
Got her working.
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FBF2%2520Sniper%2520in%2520BF1.png&hash=7ddc9b22d366a57e1f6d9c9ed118391b07307eda)[/spoiler]
I have a generic side lvl created with BFBuilder Pro that I use for testing.
Using Sereja's provided assets I did the following:
-Copied all files in MSH to my side MSH folder
-Copied all files in munged to my side munged folder
-Copied all files in ODF to my side ODF folder
-Copied all_inf_rebels.req in REQ to my side REQ folder
-I ignored the FPM folder in REQ (I didn't want to dig up all the all_1st_tatooinehansolo stuff)
-added the following line in my side req under "lvl" (as in Sereja's all\all.req)
"all_inf_rebels"
-added the following line to my level lua in Common\Scripts
AddUnitClass(CIS, "all_inf_marksman3",2)
(Replace CIS with your side name)
Munged and crashed when I tried to select the unit.
I noticed none of her weapons were listed, so I replaced the WeaponName, WeaponAmmo,WeaponChannel info with weapons I already have in the side.
Munged and ran around enjoying a groovy BF2 model :)
( Thanks Sereja )
The test level I use is deliberatly as generic as possible so I can quickly clean then munge for troubleshooting.
That's it! I expect no less!
Hmm.. I did everything but I copied the contents of marksman3 and pasted it over the stock marksman but it didn't change..
What are you mean by that: "pasted it over the stock marksman"?
You sure you put it in this directory: DataModID/Sides ?
Also, you have to edit your Mission LUA like that:
ReadDataFile("dc:SIDE\\all.lvl", "all_inf_rebels");
and that:
AddUnitClass(ALL, "all_inf_marksman3",2)
I'm not making a map though, I'm making a mod.
You mean "side mod"? Well, that explain a lot. The munged side .lvl files do not include REQ files, and the game using stock REQ parameters. So the game just do not "feel" the new sceletons.
Ah I see, so it is impossible to get the marksperson to work in a side mod?
I am afraid no, sorry.
Is there a way to Hex Edit and change the names or something?
Well, you cud try edit common.lvl with Interface Tool, but I am not sure about result.
This explains some. I also edit only sides, as the wish that this character was in all locations. But if it's just the lua files, then I think it is not so difficult as it seems. Sereja, you could tell where are stored the settings req file after compilation ?
SnΛke, thank you for your testing! Without your experience would have been harder find the cause.
Well, I can only guess, it stored in common.lvl, and can be edit with Interface Tool, but I cud be wrong. I have to edit common.lvl with Interface Tool some times ago, when I try to add at-rt and barc speeder pilot animation from SWBF2 (whithout this, it crash the game). But I do not know, is it works for infantry sceletons. Anyway, you cud try, and check it out...
Gratitude you for advice. But you can say what you mean under "edit with interface" ? I have a BattleBelk assets with the help of which can create a mission.lvl immediately for all cards. Suitable it is for this purpose ?
No, you must download a tool, named "Interface Tool", I think you can find it on this site, in download assets directory.
Those, I think are the links
BattleBelks
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=295
SleepKiller
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=462
Hi! I managed to get marksperson for all locations Battlefront! Need only add the text of your all_inf_rebels.req file in the file common "Tools Interface", and also add the file marksperson.zafbin in to munging folder of these instruments. Now we have to deal with the voice acting and lowres model of this character, and finally solve this issue. Once again thank you all (and, especially, Sereja), who helps me in this!
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi.piccy.info%2Fi7%2F63ac9f92625b7be466988c0a70b86bf2%2F1-5-7402%2F59267632%2FBezymiannyi_240.jpg&hash=9d8daf8f2059f299c05e8e293072a95462a96fb0) (http://piccy.info/view3/2955957/803ae109522db92e7f209cef1df8d375/)
My congratulations! This is a realy unexpected success!
But I think fixing lowrez is realy impossible. SWBF1 don't like the lowrez sceleton. Hmm... I just wonder, what hapens, if you do with lowrez sceleton, the same, thing, you do with normal sceleton and Interface Tool?...
That looks like a nice map.
Maybe this could be used for all skeletons? And maybe even SWBF2 anims? I think we need a tutorial..
Thankful you! After adding SWBattlefront2 lowrez skeleton, Battlefront gives an error at startup. But I went the other way, just by changing the texture on a standard lowrez-model marksperson. It looks better than the standard BF2 lowrez model without its skeleton, however, not completely. If someone (for example tirpider) will be able to correct this skeleton, I would be very grateful to him.
I try to get to troubled msh's as quick as I can. I dig doing the repair work.
At the moment, I have over-extended myself to the point that my wife has become irritated with me.
So I'm slowing down on the models for a bit.
I will take a look at the lowres skeleton for the bf2 sniper and see what needs to happen with her.
If it isn't a 'quick fix' it might be a while before I can get to her.
-edit
I checked it out.
I like how simple the bf2 sniper's skeleton is layed out.
The rotations for the bones are signifiganly different.
Without testing the model in-game against the bf1 animations, I have no solution for her.
Simply rigging the model to the bf1 skeleton would just squish the model around the shorter bones.
I'll put her in my troubled mesh's folder (with the Qumerian and a conversion project).
I'm thinking that the solution will entail getting the proper lowres animation into bf1 in a manner simular to the main model.
Just use the swbf1 sniper lowres. It won't be that different.
I realized. Thank You for the fact that trying to help in solving this issue. Until I corrected this (as mentioned above), replacing the texture on a standard SWBF1 lowrez модели. But still it looks a bit not quite, that's why I all the same, would hope that someone would correct bf2 lowrez animation or model of this character for swbf1.
If it somebody needs, I uploaded the swbf1 lowrez model this character with a new texture here. You can use this as want. I only ask, not to use main marksperson as cannon fodder, in a game for the empire...
Good day. Tell how to give hands from the first person, in the sides mod ?
I want, that would hands marksperson from Bf-2 were the same as had she there.
Thank you advance.
Information about 1st person in REQ file:
ucft
{
REQN
{
"lvl"
"all_inf_marksman3"
}
REQN
{
"model"
"all_1st_tatooinehansolo"
}
}
Also, you must add in REQ folder: all_1st_tatooinehansolo.req
ucft
{
REQN
{
"model"
"all_1st_tatooinehansolo"
}
}
Han Solo hands is most compatable for all human characters, without gloves. So, you need to add it in your side folder.
If you still can edit only sides, you must to add req information in your common.lvl , just like you do with skeleton.
Thank Sereja. It really works well.