[SOLVED]Can't get modded first person ingame

Started by Kit Fisto, March 24, 2013, 09:01:32 PM

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March 24, 2013, 09:01:32 PM Last Edit: March 26, 2013, 12:18:26 AM by UNIT 33
So I had some time and an idea so I started to make my own OC all.lvl mod. I can't seem to get the custom FPM (first person models) ingame. I have all the skins and they all work. But the First Person refuses to work. Here are my ODF's.

ODFs for sniper with new bothan skin (3 different ones. regular, snow, and jungle ) and new FPM.
[spoiler][GameObjectClass]

ClassLabel      = "soldier"
GeometryName    = "all_inf_bothanspy.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_bothanspy"

AnimationName   = "all_inf_snowtrooper"
FirstPerson = "all\alltroop;all_1st_bothanspy"
FirstPersonFOV   = "70"
ThirdPersonFOV   = "65"
GeometryLowRes  = "all_inf_bothanspy_low1"




And the tga and its files are called all_1st_bothanspy.msh, all_1st_inf_bothanspy_arms.tga, all_1st inf_bothanspy_hands.tga   etc. [/spoiler]


[spoiler][GameObjectClass]

ClassLabel      = "soldier"
GeometryName    = "all_inf_bothanspy.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_bothanspysnow"

AnimationName   = "all_inf_snowtrooper"
FirstPerson     = ""all\allhthtr;all_1st_bothanspysnow"
FirstPersonFOV  = "70"
ThirdPersonFOV  = "65"
GeometryLowRes  = "all_inf_bothanspysnow_low1"


And the tga and its files are called all_1st_bothanspysnow.msh, all_1st_inf_bothanspysnow_arms.tga, all_1st inf_bothanspy_handssnow.tga   etc.
[/spoiler]



[spoiler][GameObjectClass]

ClassLabel      = "soldier"
GeometryName    = "all_inf_bothanspyjungle.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_bothanspyjungle"

AnimationName   = "all_inf_snowtrooper"
FirstPerson = "all\alltroop;all_1st_bothanspyjungle"
FirstPersonFOV   = "70"
ThirdPersonFOV   = "65"
GeometryLowRes  = "all_inf_bothanspyjungle_low1"



And the tga and its files are called all_1st_jungle_spy.msh, all_1st_inf_jungle_spy_arms.tga, all_1st inf_jungle_spy_hands.tga   etc.
[/spoiler]



Now I also can't get the new FPM to work with the pilot either.

ODF for pilot:
[spoiler][GameObjectClass]
ClassLabel          = "soldier"
GeometryName      = "all_inf_engineer.msh"

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

UnitType      = "pilot"
IconTexture      = "all_pilot_icon"
MapTexture       = "troop_icon"
MapScale      = 1.4

GeometryName       = "all_inf_engineer"
FirstPerson      = "all\alltroop;all_1st_enginner"
FirstPersonFOV   = "70"
ThirdPersonFOV   = "65"
AnimationName      = "all_inf_snowtrooper"
GeometryLowRes      = "all_inf_engineer_low1"





And the tga and its files are called all_1st_inf_combat_engineer.msh, all_1st_inf_combat_engineer.tga, all_1st_inf_combat_engineer.tga   etc.
[/spoiler]


Now what's wierd is that the gun also doesn't show up for any of these. Except for the snow bothan.  :confused:


So can someone help me? What am I doing wrong? Do I need to change the "all/alltroop" line to something else?

March 24, 2013, 10:55:16 PM #1 Last Edit: March 24, 2013, 11:21:41 PM by Sereja
Usualy, to add 1st person, edit odf, and tga, is not enough. You need also, edit your side REQ file, like this:
heroes.REQ
[spoiler]ucft
{
REQN
{
"lvl"
"all_inf_heroes"
}
    REQN
    {
        "model"
         "all_1st_tatooinehansolo"
     }
}
[/spoiler]

and add 1st person REQ file, in to the REQ folder, like this:

all_1st_tatooinehansolo.req
[spoiler]ucft
{   
REQN
{
"model"
"all_1st_tatooinehansolo"
}
}
[/spoiler]

-Edit
Whait a minute... Are you start modding? ???
If you try to create just a "side mod" and all of your odf, should have stock infantry names, then, they may call only stock named 1st person models, because side lvl's doesn't stored REQ files. So, you need also edit some game lvl file, which responsible for REQ info. I guess it's a core.lvl, or mission.lvl, but I cud be wrong of'course...

You may also try add some new 1st person models, and rename them to some stock names. For example change all_1st_bothanspy name, to all_1st_wookie, if you did not use real wookie, in your mod. But this may not works, because I am not sure, which model, the game, may choose: your custom renamed, or just stock...
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

You also need to create a folder labelled "FPM" in the side's _BUILD_PC folder too, because otherwise they won't munge.
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)
--Endor: Imperial Base

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1

March 25, 2013, 01:42:52 PM #3 Last Edit: March 25, 2013, 02:20:31 PM by Kit Fisto
Ok I used another method to get FPM ingame. I'm just going to use stock FPM. They work with the units anyway. I just have to munge and test it.

EDIT: I found my answer[spoiler]In the mean time I have another question. How do you get units to hold wepons with 2 hands? I want the rebels to hold a new gun model (used to replace the stock pistol model) with 2 hands instead of one. Do I change the "animation bank?"

First part of ODF for stock pistol without new model implemented
[WeaponClass]
ClassLabel = "cannon"

[Properties]
AnimationBank = "pistol"
GeometryName = "all_weap_inf_pistol"
HighResGeometry         = "all_1st_weap_inf_pistol"

//***********************************************
//************* TARGET & RANGE VALUES  **********
//***********************************************

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

MinRange = "0"
OptimalRange = "16"
MaxRange = "24"

LockOnRange             = "64.0"
LockTime                = "0.4"
LockOnAngle             = "1.0"

ZoomMin = "2.5"
ZoomMax = "2.5"
ZoomRate = "0.0"

YawSpread = "0.4"
PitchSpread = "0.4"

SpreadPerShot = "1.1"
SpreadRecoverRate = "4.8"
SpreadThreshold = "1.6"
SpreadLimit = "6.0"

StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"

HeatPerShot = "0.175"
HeatRecoverRate = "0.3"
HeatThreshold = "0.25"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "0"
ReloadTime = "2.0"
ShotDelay = "0.2"
TriggerSingle = "1"
MaxPressedTime = "0.0"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"

OrdnanceName = "all_weap_inf_pistol_ord"
FirePointName = "hp_fire"

//***********************************************
//***********  HUD & CONTROLLER VALUES  *********
//***********************************************

IconTexture = "IMP_pistol_icon"
ModeTexture = "HUD_weap_semiauto"
ReticuleTexture = "reticule_pistol"
ScopeTexture = "weapon_scope2"
MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 80 80 255"
FlashLength = 0.025
FlashLightColor = "255 192 192 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

//******************************************************
//*************** SOUND ****************
//******************************************************

FireSound           = "all_weap_inf_pistol_fire"
FireEmptySound      = "com_weap_inf_ammo_empty"
OverheatSound     = "com_weap_energy_depleted"
OverheatSoundPitch  = "0.5"
OverheatStopSound   = "com_weap_energy_refilled"
ChangeModeSound     = "all_weap_inf_equip_sm"
WeaponChangeSound   = "all_weap_inf_equip_sm"
ClankLeftWalkSound  = ""
ClankRightWalkSound = ""
ClankLeftRunSound   = ""
ClankRightRunSound  = ""
JumpSound           = "all_weap_inf_pistol_mvt_jump"
LandSound           = "all_weap_inf_pistol_mvt_land"
RollSound           = "all_weap_inf_pistol_mvt_roll"
ProneSound          = "all_weap_inf_pistol_mvt_squat"
SquatSound          = "all_weap_inf_pistol_mvt_lie"
StandSound          = "all_weap_inf_pistol_mvt_getup"


Stock ODF for unmodded rifle
[WeaponClass]
ClassLabel = "cannon"

[Properties]
AnimationBank = "rifle"
GeometryName = "all_weap_inf_rifle"
HighResGeometry         = "all_1st_weap_inf_rifle"

//***********************************************
//************* TARGET & RANGE VALUES  **********
//***********************************************

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

MinRange = "0"
OptimalRange = "16"
MaxRange = "48"

LockOnRange = "64.0"
LockTime = "0.4"
lockOnAngle = "1.0"

ZoomMin = "2.5"
ZoomMax = "2.5"
ZoomRate = "0.0"

YawSpread = "0.25"
PitchSpread = "0.25"

SpreadPerShot = "1.1"
SpreadRecoverRate = "4.8"
SpreadThreshold = "1.6"
SpreadLimit = "6.0"

StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "50"
ReloadTime = "1.5"
ShotDelay = "0.2"
TriggerSingle = "0"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"

OrdnanceName = "all_weap_inf_rifle_ord"
FirePointName = "hp_fire"

//***********************************************
//***********  HUD & CONTROLLER VALUES  *********
//***********************************************

IconTexture = "IMP_blasterrifle_icon"
ModeTexture = "HUD_weap_fullauto"
ReticuleTexture = "reticule_rifle"
ScopeTexture = "weapon_scope2"

MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 80 80 255"
FlashLength = 0.025
FlashColor = "255 100 100 255"
FlashLength = 0.025
FlashLightColor = "255 220 220 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

RecoilLengthLight       = "0.1"
RecoilLengthHeavy       = "0.1"
RecoilStrengthLight     = "1.0"
RecoilStrengthHeavy     = "0.2"
RecoilDecayLight = "0.0"
RecoilDecayHeavy = "0.0"

//******************************************************
//*************** SOUND ****************
//******************************************************

FireSound        = "all_weap_inf_rifle_fire"
ReloadSound      = "all_weap_inf_reload_med"
ChangeModeSound = "all_weap_inf_equip_med"
FireEmptySound     = "com_weap_inf_ammo_empty"
WeaponChangeSound = "all_weap_inf_equip_med"
ClankLeftWalkSound  = ""
ClankRightWalkSound = ""
ClankLeftRunSound    = ""
ClankRightRunSound  = ""
JumpSound            = "all_weap_inf_rifle_mvt_jump"
LandSound            = "all_weap_inf_rifle_mvt_land"
RollSound            = "all_weap_inf_rifle_mvt_roll"
ProneSound          = "all_weap_inf_rifle_mvt_squat"
SquatSound          = "all_weap_inf_rifle_mvt_lie"
StandSound          = "all_weap_inf_rifle_mvt_getup"


Help sooner than later would be greatly appreciated![/spoiler]
[spoiler]I have turned out to have quite a lot more time than I once though!  :slap:[/spoiler]


Oh and ggtuck! I have been meaning to tell you that your Main Play Mod 6 inspired me to make this OC mod. I still love playing that mod. It is really good and has nice quality! :)