SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: jdee-barc on March 22, 2017, 07:07:32 PM

Title: the rep_fly_vtrans thread
Post by: jdee-barc on March 22, 2017, 07:07:32 PM
Here is proof of making the LAAT/c gunship work as it was intended to (sort of).
How I managed this:
un-dashing the setcarrierclass command in the mission lua and also undashing the setmemorypool for "carrier class"
Then I created an odf for "rep_fly_vtrans" (the laat/c) by copying the rep_fly_gunship odf, removing weapons, changing geometry and animation names, collisionpoints, and changing the class in gameobjectclass from "flyer" to "carrier". I also changed the ATTE spawnpoints from com_item_vehicle_spawn to com_item_vehicle_pad, which was what the ODF tutorial listed as being the obsolete ODF for the AT-TE's to be dropped off.

Fixed Issue:
the animation bug where it was spinning out of control before settling down. This would lead to units being unpredictably killed by a rapidly spinning gunship.

Current Issues:
The model of the laat/c itself has many collision issues. such as being able to walk through parts of it.
It does not take off after spawning with an ATTE. The AI that spawn at the AT-TE and man it however are smart enough to turn and walk out from under and around the LAAT/c. Because it does not leave, It will just sit there until it is destroyed by the enemy. It is also unpilotable (though i don't think it was supposed to be in the first place).

It would help if anyone knew of way to delay the spawning of vehicles so I could see if the dropoff part of the animation works
Title: Re: the rep_fly_vtrans thread
Post by: Dark_Phantom on March 22, 2017, 07:59:50 PM
That's awesome!

I have no answers yet, isn't there a SpawnTime command or something in ZE?  And are the ATTE's tied to a CP?  (I don't think they are.  I'm going to have to fire up ZE tonight so that I quit feeling silly).
I feel like it would have to be something in the vehicle_pad ODF or in ZE.
Title: Re: the rep_fly_vtrans thread
Post by: Ginev on March 23, 2017, 12:42:18 AM
Jdee could you send me all the used here files so i can test them on my own.I have some experience with such things.I also can make animations now in XSI (im still very big noob).Maybe i may discover something usable.If its possible send me a link with all the files you were using here.I would like to try.If i find something will say asap.
Title: Re: the rep_fly_vtrans thread
Post by: jdee-barc on April 12, 2017, 05:52:19 PM
Update:
Everything works now: LAAT/c's drop the AT-TE's off and take off. Nothing crashes, everything is aligned correctly and there's no weird animation issues. The problem was the incorrect "keep" commands in the msh.option file for the model, and a mislabeled hp name for the cargonode in both the atte and vtrans odf's. Here's a screenshot.

[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi64.tinypic.com%2F23syzog.jpg&hash=ce1f0221e5ef4716b9f1abcd47d3e57da5bf7737)[/spoiler]

The only real bug is  that the LAAT/c's will take off after dropping the walkers, and just disappear right as it looks like it should be about to fly away. I'd like it if they instead just flew away out of sight before this happens. It's not heinous but it is aesthetically displeasing to witness.
Title: Re: the rep_fly_vtrans thread
Post by: Ginev on April 12, 2017, 10:53:20 PM
Jdee i probably ask too much but is it possible to send whole this amazing thing so i can try it myself?I really dont know how you did that.But i might figure out something.Who knows.If its not exclusive for your mod of course.  :o
Title: Re: the rep_fly_vtrans thread
Post by: Triops on April 13, 2017, 03:25:14 AM
Hi Jdee,
The Vtrans looks very interesting.   :cheer: Would you please upload a youtube or even better a simlpe map to see that thing in action.
Have a nice time
Triops
Title: Re: the rep_fly_vtrans thread
Post by: Ginev on April 13, 2017, 04:53:46 AM
Video will be SUPER nice.However if he send me the files just to check it i might try fixing the problem with the dissapearing after putting down the atte.
Title: Re: the rep_fly_vtrans thread
Post by: jdee-barc on April 13, 2017, 08:35:53 AM
Here - this is the test map and also the unmunged files. All it really is is the stock Geonosis with the edited AT-TE spawn points, and a custom REP side with everything you need for this. And feel free to apply it to ur maps/mods if u download.

https://www.dropbox.com/s/p1s1zjgzqpfmxa6/SetCarrierClassTest.exe?dl=0
Title: Re: the rep_fly_vtrans thread
Post by: Triops on April 14, 2017, 01:26:55 AM
Hi Jdee, thanks for bringing the carrier to life and uploading the test map. I am hopeful somebody here will find a way to prevent the  vtrans to disappear so early.
Best wishes Triops  8)
Title: Re: the rep_fly_vtrans thread
Post by: Ginev on April 14, 2017, 04:33:22 AM
Thanks Jdee.I will test it right away.

EDIT:Jdee it will be better to tell me what exactly to do in order to make it work cuz i am modding right now Battlefront 2 and i dont have battlefront 1 to see how its looking on the map you send me.Do i have to simply put the vtrans from the odf in my map or i have to place it through vehicle_spawn?What exactly need to do?
Title: Re: the rep_fly_vtrans thread
Post by: DylanRocket on April 14, 2017, 10:13:59 AM
Seems to be an error with the animation files. Try replacing the animations with the files found in the BF2 Mod Tools assets.
Title: Re: the rep_fly_vtrans thread
Post by: Ginev on April 14, 2017, 10:32:11 AM
I tryed already but its not working.I even tryed replacing it with the Battlefront 2 Atte model but still its not working.I know the BF2 Atte dont have the hp_link2 i just tryed putting normal Atte on my map and its still crashing.Wtf is happening.The problem i think is with this strange mesh i am seeing:

WARNING[PC_modelmunge msh\rep_walk_atte.msh]:Mesh rep_walk_atte segment atte_f_grill vertex 0 has invalid weight[3]=-0.162500.

I check it in XSI.ITs the front like little cabine infront of the atte. (this "atte_f_grill" segment)

Title: Re: the rep_fly_vtrans thread
Post by: jdee-barc on April 14, 2017, 10:52:06 AM
Hey yeah I'm sorry BF2 modding is still a completely whole different animal to me - I have no idea what's going on there.
Title: Re: the rep_fly_vtrans thread
Post by: Ginev on April 14, 2017, 03:22:56 PM
I fixed the problem with the atte.Well it seems the code for the vtrans was left behind after the release of Battlefront 1 but probably they removed it completely in Battlefront 2.I tryed putting it and its not working.There was not even a vehicle_pad spawn odf in the BF2 Modding tools.I tryed using the the one from BF1 but didnt worked.
Title: Re: the rep_fly_vtrans thread
Post by: Giftheck on April 15, 2017, 12:57:04 AM
Like the grappling hook and the disguise kit, the code for the Vtrans was removed from SWBF2 outright.

Another reason I'd love to have the source code for both games.
Title: Re: the rep_fly_vtrans thread
Post by: Ginev on April 15, 2017, 06:02:41 AM
Still i would love if someone make a very short video showing the whole process.Im just curios like some other people who dont have BF1 installed at the moment to check this on their own.
Title: Re: the rep_fly_vtrans thread
Post by: jdee-barc on April 15, 2017, 06:50:11 AM
I'll try to do so. I figured out that for now the best way to deal with the disappearing ships is to just make it happen past beyond your line of visibility with these parameters.


TakeoffTime         = 3
TakeoffSpeed            = 20.0
LandingTime         = 1.5
LandingSpeed            = 8.0
TakeoffHeight           = 100.0

With these numbers, the carrier will just rise slowly into the air, and then it disappears when it is far away enough that we can't see it without zooming in. It doesn't look too sloppy

Also, a weird bug is that if somehow the LAAT/c is destroyed before it can drop an AT-TE it messes up the collision of the AT-TE (ie. you can walk through it). The best workaround here is to just give the carrier ship a very high maxhealth number so that it can't be destroyed (I have it at 15,000 - the uploaded version is at the default 2340 like the stock gunship)

Title: Re: the rep_fly_vtrans thread
Post by: Phobos on April 15, 2017, 07:28:07 AM
Quote from: Gistech on April 15, 2017, 12:57:04 AM
Like the grappling hook and the disguise kit, the code for the Vtrans was removed from SWBF2 outright.

Another reason I'd love to have the source code for both games.
I know grappling hook crashes the game but the disguise kit seems stable, so I wonder why it was removed from SWBF2?

I agree, with the sources, we could basically combine all the best features from both games along with adding new features and improvements.

Quote from: jdee-barc on March 22, 2017, 07:07:32 PM
Here is proof of making the LAAT/c gunship work as it was intended to (sort of).
nice work :tu:
Title: Re: the rep_fly_vtrans thread
Post by: Triops on April 15, 2017, 01:37:53 PM
I didn't know, that there is no code for grappling hook and disguise kit for swbf2. Do you know if the possibility to lay down on floor is completely removed on swbf2, too?
Title: Re: the rep_fly_vtrans thread
Post by: Giftheck on April 15, 2017, 01:39:14 PM
Quote from: Triops on April 15, 2017, 01:37:53 PM
I didn't know, that there is no code for grappling hook and disguise kit for swbf2. Do you know if the possibility to lay down on floor is completely removed on swbf2, too?

The disguise kit has code but it doesn't work properly and outright crashes MP. As for prone, that code was replaced by the sprint code. They found they couldn't have both.
Title: Re: the rep_fly_vtrans thread
Post by: Triops on April 15, 2017, 01:42:19 PM
Thanks Gistech for your very fast answer  :tu: I am learning very much about swbf1/2 here



Quote from: jdee-barc on April 15, 2017, 06:50:11 AM


TakeoffTime         = 3
TakeoffSpeed            = 20.0
LandingTime         = 1.5
LandingSpeed            = 8.0
TakeoffHeight           = 100.0



I just tried your new values for the odf file of the vtrans. Now the take off looks very good. Thanks again for this enrichment of the map of Geonosis.  :tu:
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