GGCTUK-BF1-Compatible BF2 Unit models

Started by tirpider, March 13, 2012, 12:26:24 AM

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March 13, 2012, 08:17:09 AM #1 Last Edit: March 13, 2012, 08:57:56 AM by {TcF}Dr.Penguin
Thanks for finding link!

Capes (that move) are seperate msh files. Adding them is done through the unit's odf file.

The way Count Dooku's cape is set up is like so:

//(from BFBuilder\Assets\Sides\CIS\ODF\cis_inf_countdooku.odf)

AnimatedAddon = "CAPE"

GeometryAddon = "cis_inf_countdooku_cape"
AnimationAddon = "cis_inf_dooku_cape"
AddonAttachJoint = "bone_ribcage"


GeometryAddon is reffering to a .msh file
AnimationAddon is reffering to the animation file
AddonAttachJoint is the bone (on the character .msh) the cape moves with.

The cape msh and it's skin and animation files need to be included in your side folder just like the player models, tga's, and .option files.

using Count Dooku as an example, his file would go in the following side folders:
\MSH\cis_inf_countdooku_cape.msh
\MSH\cis_inf_countdooku_cape.msh.option
\MSH\cis_inf_dooku.tga (same as his player models's texture)
\MSH\cis_inf_dooku.tga.option
\munged\cis_inf_dooku_cape.zaabin
\munged\cis_inf_dooku_cape.zafbin

If you mean adding capes in the same way the skirts in these models are, thats a bit of a modeling hack that I don't have a good answer for.