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Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding Tutorials => Topic started by: Bamdur on November 20, 2011, 11:33:21 AM

Title: [Tutorial]How to use custom geometry for holograms
Post by: Bamdur on November 20, 2011, 11:33:21 AM
This is a basic tutorial on how to make your own custom hologram.
It will be more detailed later


How to make a custom unit a hologram

1.)Open your unit mesh in swbfviewer (ill put a link here)
2.)Click File-Export and save it as something like test.wrl
3.)Close swbfviewer and reopen it
4.)Drag your new file (test.wrl) into the swbfviewer window
5.)Click File-Save as and save it as the unit name your going to use for the hologram
6.)Get your holo odf (ill explain more of this later)(thers an example one below)
7.)Where it says HoloImageGeometry Uncomment that (if you havent already) and put your new mesh name there.
8.)Get your Command post odf and where it says
HoloOdf       = "put_your_holo_odf_here"
HoloImageGeometry   = "putyournewmeshhere"
9.)Save and your all done :)

Side note: Holo turn time is how long it takes for the mesh to rotate 360 degrees. If you made it 0.1 it would spin like crazy

Making a custom vehicle mesh is the same as a unit mesh

For making this just using a prop
Do steps 6-9















Basic Hologram odf(me_holo_controlzone)
[GameObjectClass]
ClassLabel = "hologram"

[Properties]
Color = "0 0 0"
NeutralColor = "255 255 255"
FriendlyColor = "30 220 30"
EnemyColor = "240 30 30"
LocalsColor = "240 220 30"
HoloType = "aligned"
HoloImageGeometry = "me_bldg_geometry"
HoloVisibleDistance = 200.0
HoloHeight = 3.5
HoloSize = 2.5
HoloBeamIntensity = 1.0
HoloLightIntensity = 1.0
HoloImageIntensity = 0.5
HoloFlareIntensity = 1.0
HoloLightRadius = 8.0
HoloRotateRate = 0.2
HoloPopRate = 0.01
HoloFlickerRate = 0.01
HoloFlickerAlphaMin = 0.4
HoloFlickerAlphaMax = 0.8
HoloFadeInTime = 2.0






Basic command post odf (me_bldg_controlzone)
[GameObjectClass]
ClassLabel = "commandpost"
GeometryName = "com_bldg_controlzone.msh"
GeometryScale = 1.0


[Properties]

BUILDINGSECTION = "BODY"

Label = "Control Zone"

NeutralizeTime = 12.0
CaptureTime = 10.0

MapTexture = "hud_flag_icon"
MapScale = 2.5
GeometryName = "com_bldg_controlzone"
HoloOdf = "me_holo_controlzone"
HoloImageGeometry = "me_bldg_geometry"
HoloTurnOnTime = 2.2
ChargeSound         = "com_blg_commandpost_charge defer"
CapturedSound       = "com_blg_commandpost_capture defer"
DischargeSound      = "com_blg_commandpost_discharge defer"
LostSound           = "com_blg_commandpost_lost defer"
DisputeSound        = "com_blg_commandpost_dispute defer"
AmbientSound        = "all com_blg_commandpost_goodie defer"
AmbientSound        = "cis com_blg_commandpost_baddie defer"
AmbientSound        = "imp com_blg_commandpost_baddie defer"
AmbientSound        = "rep com_blg_commandpost_goodie defer"
SoundPitchDev       = "0.4"
Lighting = "dynamic"

[InstanceProperties]
CaptureRegion = ""
ControlRegion = ""
SpawnPath = ""
AllyPath = ""
AllyCount = 65536
Radius = 0.0
ValueBleed = 10
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_ATK_Locals = 10
Value_DEF_Alliance = 10
Value_DEF_CIS = 10
Value_DEF_Empire = 10
Value_DEF_Republic = 10
Value_DEF_Locals = 10
VO_All_AllCapture = "all_off_com_report_captured_commandpost"
VO_All_AllLost = "all_off_com_report_lost_commandpost3"
VO_All_AllInDispute = ""
VO_All_AllSaved = ""
VO_All_AllInfo = ""
VO_All_ImpCapture = "all_off_com_report_lost_commandpost"
VO_All_ImpLost = ""
VO_All_ImpInDispute = ""
VO_All_ImpSaved = ""
VO_All_ImpInfo = ""
VO_Imp_AllCapture = "imp_off_com_report_lost_commandpost"
VO_Imp_AllLost = ""
VO_Imp_AllInDispute = ""
VO_Imp_AllSaved = ""
VO_Imp_AllInfo = ""
VO_Imp_ImpCapture = "imp_off_com_report_captured_commandpost"
VO_Imp_ImpLost = "imp_off_com_report_lost_commandpost3"
VO_Imp_ImpInDispute = ""
VO_Imp_ImpSaved = ""
VO_Imp_ImpInfo = ""
VO_Rep_RepCapture = "rep_off_com_report_captured_commandpost"
VO_Rep_RepLost = "rep_off_com_report_lost_commandpost3"
VO_Rep_RepInDispute = ""
VO_Rep_RepSaved = ""
VO_Rep_RepInfo = ""
VO_Rep_CISCapture = "rep_off_com_report_lost_commandpost"
VO_Rep_CISLost = ""
VO_Rep_CISInDispute = ""
VO_Rep_CISSaved = ""
VO_Rep_CISInfo = ""
VO_CIS_RepCapture = "cis_off_com_report_lost_commandpost"
VO_CIS_RepLost = ""
VO_CIS_RepInDispute = ""
VO_CIS_RepSaved = ""
VO_CIS_RepInfo = ""
VO_CIS_CISCapture = "cis_off_com_chatter_goodjob2"
VO_CIS_CISLost = "cis_off_com_report_lost_commandpost3"
VO_CIS_CISInDispute = ""
VO_CIS_CISSaved = ""
VO_CIS_CISInfo = ""
SoldierBan = ""
HoverBan = ""
SmallBan = ""
MediumBan = ""
HugeBan = ""
FlyerBan = ""

Title: Re: [Tutorial]How to use custom geometry for holograms
Post by: tirpider on November 20, 2011, 11:55:36 AM
Don't know if it's appropriate to post this here, but Thanks 1000 times over.
I needed this.
Title: Re: [Tutorial]How to use custom geometry for holograms
Post by: Phobos on November 20, 2011, 03:53:01 PM
thanks for postingthis . there will be many alien holograms, and many aliens locked in cages. it will be chaos.
Title: Re: [Tutorial]How to use custom geometry for holograms
Post by: Phobos on November 22, 2011, 02:00:32 PM
so can you make holograms for animated props like jabba the hutt? will the hologram be moving or static
Title: Re: [Tutorial]How to use custom geometry for holograms
Post by: SleepKiller on November 22, 2011, 02:19:48 PM
Static.
Title: Re: [Tutorial]How to use custom geometry for holograms
Post by: Phobos on December 01, 2011, 06:26:23 PM
I am going to test the pharoh hologram soon. By default it retains normal texture? I want one regular and one green wireframe.
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