well then, if you did EVERYTHING that was in that thread it would work, which means
a, you made a mistake
or b, you didnt follow everything in the thread, if you follow everything thats in this post
Hidden/Spoiler:
[quote="FragMe!"]so I spent 10 minute on this before going out to my brothers to eat some turkey, and sorry to do this to you but...
It is twice the size and the animations are fine (well except it goes about 6 inches off the ground when it runs) and the fire points and camera positions need to be changed for the bigger size. But other than that.
All I did was in my junk map (everyone should have one of these) I did it in three steps so I could tell what was up for each. Should be said I did this to the unmodifed sbdroid in the CIS side.
First I made edited the cis_inf_sbdroid.msh.option file to put in the scale 2.0 and munged. went into the game and it was bigger but had funky legs.
Next I changed the cis_inf_rifleman.odf (this is the one used for the SBD) and added the SkeletonRootScale = "2.0" line. Munged again and it still looked funny.
Then I went and added the /scale 2.0 to the munge.bat in the cis/sbdroid directory
and added the AnimationName = "sbdroid" to the above mentioned odf (although that is only required if you have changed the default name of the amin file. And as seen in the picture that is what I got[/quote]
THEWULFMAN wrote:well then, if you did EVERYTHING that was in that thread it would work, which means
a, you made a mistake
or b, you didnt follow everything in the thread, if you follow everything thats in this post
Hidden/Spoiler:
[quote="FragMe!"]so I spent 10 minute on this before going out to my brothers to eat some turkey, and sorry to do this to you but...
It is twice the size and the animations are fine (well except it goes about 6 inches off the ground when it runs) and the fire points and camera positions need to be changed for the bigger size. But other than that.
All I did was in my junk map (everyone should have one of these) I did it in three steps so I could tell what was up for each. Should be said I did this to the unmodifed sbdroid in the CIS side.
First I made edited the cis_inf_sbdroid.msh.option file to put in the scale 2.0 and munged. went into the game and it was bigger but had funky legs.
Next I changed the cis_inf_rifleman.odf (this is the one used for the SBD) and added the SkeletonRootScale = "2.0" line. Munged again and it still looked funny.
Then I went and added the /scale 2.0 to the munge.bat in the cis/sbdroid directory
and added the AnimationName = "sbdroid" to the above mentioned odf (although that is only required if you have changed the default name of the amin file. And as seen in the picture that is what I got
it will work[/quote]
k...I'll try again........................
*EDIT*
Got it working Thanks THEWULFMAN!