Convert Rey to SWBF1 Request

Started by Cade11, July 17, 2021, 10:48:28 AM

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Cade11

Hello,

Is anyone able to convert this model to work with SWBF1, please? This asset is currently for SWBF2 and I know nothing about modeling. Currently, it says "no collision geometry" when munging for SWBF1 and the character model is all kinds of janky.

The link below is to the asset file

https://www.moddb.com/mods/star-wars-conversions/downloads/rey-episode-9-for-modders

Kade

I have never modded BF1 as it looks very complicated compared to BF2. have you tried copy and pasting another Jedi hero's ODF file and pasting the contents into res_hero_rey.odf? you could just replace the msh with Reys. Not sure if this is a fix but maybe worth a try. might not work as i know you cant play as heros by default in BF1 so maybe the mods that aloud them are different in BF1

[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "res_inf_rey_tros.msh"

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

UnitType = "assault"
MapTexture = "troop_icon"
MapScale = 1.4

GeometryName = "res_inf_rey_tros"
GeometryLowRes = "res_inf_rey_tros"

AnimationName = "all_inf_snowtrooper"

//JetDuration = "0.0" //The duration of the jet push, until its turned off
//JetJump     = "10.0" //The initial jump-push given when enabling the jet
//JetPush     = "25.0" //The constant push given while the jet is enabled (20 is gravity)
//gtw: the numbers above were causing him to jet jump up into
//orbit.  not sure why.  copied dark trooper's numbers below.
//JetDuration = "4.5" //The duration of the jet push, until its turned off
//JetJump = "21.0" //The initial jump-push given when enabling the jet
//JetPush = "0.0"     //The constant push given while the jet is enabled (20 is gravity)

WingModel     = "gen_wings"

HealthType = "person"
MaxHealth = 1000000.0
AddHealth = 1000000.0

CapturePosts = 0

Acceleraton = 70.0
MaxSpeed = 6.5
MaxStrafeSpeed = 4.5
MaxTurnSpeed = 4.0

WeaponName1 = "rep_weap_lightsaber"
WeaponAmmo1 = 0
//WeaponName2 = "rep_weap_inf_forcepush"
//WeaponAmmo2 = 0
//WeaponChannel2 = 1

AimFactorPostureSpecial = 50
AimFactorPostureStand = 100
AimFactorPostureCrouch = 140
AimFactorPostureProne = 160
AimFactorStrafe = 60
AimFactorMove = 70



CAMERASECTION = "STAND"

EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.25 3.5"
TiltValue = "10"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 1.6 0.0"
TrackOffset = "0.0 -0.25 3.5"
TiltValue = "10"

CAMERASECTION = "PRONE"

EyePointOffset = "0.0 1.0 0.0"
TrackOffset = "0.0 -0.25 3.0"
TiltValue = "10"

AimValue = "1.0"

HurtSound                = ""
DeathSound              = ""
AcquiredTargetSound      = ""
HidingSound              = ""
//ApproachingTargetSound = ""
FleeSound               = ""
PreparingForDamageSound = ""
HeardEnemySound         = ""
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = "com_inf_saber_ambient"
LowHealthThreshold      = "1.1"
FoleyFXClass            = "rep_inf_soldier"

NoEnterVehicles = 1

AISizeType = "SOLDIER"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.20
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.0
KadeEclipse

Cade11

I have tried this already. I appreciate the attempted help though

Giftheck

That Rey will not work properly in SWBF1 for two reasons: one, it has cloth, which doesn't exist in SWBF1. Two, it's too high-poly.
Works in Progress:
--Star Wars: Battlefront 1.25: "First Order-Resistance War Expansion"
--Main Play Mod Reboot
--Star Wars Battlefront Legacy Reboot
--Star Wars Battlefront: Elite Squadron For SWBF1