SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF2 Modding => Topic started by: swgaming1015 on September 24, 2016, 09:24:19 AM

Title: Left Hand DC-17 Problem
Post by: swgaming1015 on September 24, 2016, 09:24:19 AM
I'm using DarthD.U.C.K.'s dual pistol animations but I'm not sure how to get the other DC-17 in my unit's left hand.

https://www.flickr.com/photos/144142316@N07/29271639663/in/dateposted-public/
https://www.flickr.com/photos/144142316@N07/29897801995/in/dateposted-public/

I've heard there are multiple ways to do this. What would be the simplest way? Could I make a separate ODF for the left hand blaster?
Title: Re: Left Hand DC-17 Problem
Post by: Cdt Fox on September 24, 2016, 09:38:53 AM
Quote from: swgaming1015 on September 24, 2016, 09:24:19 AM
I'm using DarthD.U.C.K.'s dual pistol animations but I'm not sure how to get the other DC-17 in my unit's left hand.

https://www.flickr.com/photos/144142316@N07/29271639663/in/dateposted-public/
https://www.flickr.com/photos/144142316@N07/29897801995/in/dateposted-public/

I heard there are multiple ways to do this. What would be the simplest way? Could I make a separate ODF for the left hand blaster?

I don't think that there so much ways to do it. Just simply add these lines in the unit's odf:

AnimatedAddon = "left_dc17"
GeometryAddon = "Nameofthemesh"
AddonAttachJoint = "bone_L_hand"
Title: Re: Left Hand DC-17 Problem
Post by: swgaming1015 on September 24, 2016, 10:48:43 AM
Thanks very much Cdt Fox, it works now. :cheers:

When I said there are multiple ways of doing it I meant putting

AnimatedAddon         = "left_gun"
GeometryAddon         = "weap_inf_dc17pistol" // the pistols meshname
AddonAttachJoint      = "hp_weapons_1"

in the unit's odf and using a new animation. That's what was suggested in DarthD.U.C.K.'s readme. It didn't work for me though.
Title: Re: Left Hand DC-17 Problem
Post by: i2Bros on September 25, 2016, 10:35:07 AM
Quote from: swgaming1015 on September 24, 2016, 10:48:43 AM
Thanks very much Cdt Fox, it works now. :cheers:

When I said there are multiple ways of doing it I meant putting

AnimatedAddon         = "left_gun"
GeometryAddon         = "weap_inf_dc17pistol" // the pistols meshname
AddonAttachJoint      = "hp_weapons_1"

in the unit's odf and using a new animation. That's what was suggested in DarthD.U.C.K.'s readme. It didn't work for me though.

it works if you set a new skeleton and a new animation for your character.
Title: Re: Left Hand DC-17 Problem
Post by: Delta327 on September 25, 2016, 01:09:41 PM
Did you read the steps?
Title: Re: Left Hand DC-17 Problem
Post by: swgaming1015 on September 25, 2016, 02:26:58 PM
Yes, I did read the steps and I did attempt to use a different animation. I had problems munging the new animation that was provided so I started looking for another method.
Title: Re: Left Hand DC-17 Problem
Post by: Delta327 on September 25, 2016, 03:28:42 PM
What about this

http://www.gametoast.com/viewtopic.php?f=27&t=20262
Title: Re: Left Hand DC-17 Problem
Post by: swgaming1015 on September 25, 2016, 04:16:23 PM
Those are exactly the same instructions I was reading. It wasn't following the instructions I had the problem with, it was running the munge.bat file in the final step. For some reason the munged animations weren't appearing in my side's munged folder. That's neither here nor there now since I have my problem solved now. :tu:
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