The girl-sniper from SW Battlefront 2

Started by Rebel Marksman, April 25, 2012, 10:10:52 AM

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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!



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?
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

April 25, 2012, 11:25:56 AM #2 Last Edit: April 26, 2012, 07:04:28 PM by SnΛke
It has a custom skeleton. Make sure the right files are in there.
=AaTc= Forever

SALLY....

-Retired Modder

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?

Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

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/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.
=AaTc= Forever

SALLY....

-Retired Modder

April 26, 2012, 06:15:21 AM #7 Last Edit: April 26, 2012, 06:31:22 AM by Rebel Marksman
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.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

You're sure you have this in the .odf?

SkeletonName    = "marksperson"
SkeletonLowRes  = "leialz"
SkeletonRootScale   = "0.95"
CollisionRootScale  = "0.95"
=AaTc= Forever

SALLY....

-Retired Modder

I think this one is impossible for SWBF1: SkeletonLowRes  = "leialz"
It is just crash the game.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

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.
=AaTc= Forever

SALLY....

-Retired Modder

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.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

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.