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Cad Bane/Pre Vizsla Help!
Posted: Wed Apr 10, 2013 2:50 pm
by Ant

Okay...so two issues, I put Cad Bane onto the magnaguard and hes all giant and walks weird. The second is that the Death Watch guy has a long neck...any help?
Re: Cad Bane/Pre Vizsla Help!
Posted: Wed Apr 10, 2013 2:55 pm
by Nedarb7
You need to remove the AnimationName lines from their odf's (and maybe a skeleton line, don't remember what its called)
Re: Cad Bane/Pre Vizsla Help!
Posted: Wed Apr 10, 2013 3:05 pm
by Ant
Nedarb7 wrote:You need to remove the AnimationName lines from their odf's (and maybe a skeleton line, don't remember what its called)
One problem..I have no clue where the AnimationName or the skeleton line is,..and what I do to them.
Re: Cad Bane/Pre Vizsla Help!
Posted: Wed Apr 10, 2013 3:08 pm
by Nedarb7
Nedarb7 wrote:You need to remove the AnimationName lines from their odf's (and maybe a skeleton line, don't remember what its called)
Re: Cad Bane/Pre Vizsla Help!
Posted: Wed Apr 10, 2013 3:09 pm
by Cleb
Click Ctrl+F and type in the ODF parameter (AnimationName).

Re: Cad Bane/Pre Vizsla Help!
Posted: Wed Apr 10, 2013 3:16 pm
by Ant
Cleb wrote:Click Ctrl+F and type in the ODF parameter (AnimationName).

Couldnt find it...

Re: Cad Bane/Pre Vizsla Help!
Posted: Wed Apr 10, 2013 3:28 pm
by kinetosimpetus
The magnaguard uses a unique skeleton. Either the cis_inf_officer or cis_inf_default_officer calls for this skeleton.
You didn't say how you set up Vizla, but it looks like he's based on cis_inf_default, which sets up the common defaults for all OOM/B1 type droids, which also use a unique skeleton and have a head offset. I think it sets the health type of every unit to droid as well.
I'd suggest copying rep_inf_default into the cis odf folder and using it as the classparent for these units instead of cis_inf_default, and also check for animation and head offset code in both cis_inf_officer and cis_inf_default_officer.odf. It might be SkeletonName if not AnimationName.
Re: Cad Bane/Pre Vizsla Help!
Posted: Wed Apr 10, 2013 3:47 pm
by Ant
kinetosimpetus wrote:The magnaguard uses a unique skeleton. Either the cis_inf_officer or cis_inf_default_officer calls for this skeleton.
You didn't say how you set up Vizla, but it looks like he's based on cis_inf_default, which sets up the common defaults for all OOM/B1 type droids, which also use a unique skeleton and have a head offset. I think it sets the health type of every unit to droid as well.
I'd suggest copying rep_inf_default into the cis odf folder and using it as the classparent for these units instead of cis_inf_default, and also check for animation and head offset code in both cis_inf_officer and cis_inf_default_officer.odf. It might be SkeletonName if not AnimationName.
Okay, so I put the rep_inf_default, and now when they die, they dont explode into droid bits...which is a pro. But i still have the problem...and I dont no what to do with the animation, head offset stuff.....
Re: Cad Bane/Pre Vizsla Help!
Posted: Wed Apr 10, 2013 4:27 pm
by Nedarb7
Go into cis_inf_rifleman and cis_inf_officer (if those are the odfs you used) and remove these lines:
SkeletonName = "sbdroid"
SkeletonLowRes = "sbdroidlz"
CollisionHeadOffset = "0.0 -0.2 0.0"
(note that the skeleton names and head offset names/values wont be the same.
Re: Cad Bane/Pre Vizsla Help!
Posted: Wed Apr 10, 2013 4:43 pm
by Ant
AWESOME

Thanks a million....now follow up question lol, how do you change a name of a class?
Re: Cad Bane/Pre Vizsla Help!
Posted: Wed Apr 10, 2013 5:27 pm
by THEWULFMAN
EditLocalize.bat in your mod's project folder. Double click it, go to Entity, CIS, and scroll down till you see the name of the ODF you want to change, like cis_inf_officer. Click on it, change the name for all the languages, repeat for cis_inf_magnaguard and save it. Munge your Common, done.
Re: Cad Bane/Pre Vizsla Help!
Posted: Wed Apr 10, 2013 5:57 pm
by Ant
THEWULFMAN wrote:EditLocalize.bat in your mod's project folder. Double click it, go to Entity, CIS, and scroll down till you see the name of the ODF you want to change, like cis_inf_officer. Click on it, change the name for all the languages, repeat for cis_inf_magnaguard and save it. Munge your Common, done.
I munged my common, and move the sides to my game, but no new changes show

Re: Cad Bane/Pre Vizsla Help!
Posted: Wed Apr 10, 2013 8:47 pm
by Cleb
You have to check the "Localize" box in VisualMunge when you munge localizations.

Re: Cad Bane/Pre Vizsla Help!
Posted: Thu Apr 11, 2013 4:33 am
by Slime615
And if you changed the cis side, you need to munge the cis Side as well...
Re: Cad Bane/Pre Vizsla Help!
Posted: Thu Apr 11, 2013 3:28 pm
by Ant
I'm so lost...when I munge: I select COMMON...then I heck off Common and Localize...then when it munges and I move the sides into my game, no new changes appear!?!

Re: Cad Bane/Pre Vizsla Help!
Posted: Thu Apr 11, 2013 3:32 pm
by Nedarb7
I'm almost positive you cannot localize anything with a side replacement.
In other words, you can't.
Re: Cad Bane/Pre Vizsla Help!
Posted: Thu Apr 11, 2013 3:33 pm
by Ant
Nedarb7 wrote:I'm almost positive you cannot localize anything with a side replacement.
In other words, you can't.
So I cant change the names of my guys?

Re: Cad Bane/Pre Vizsla Help!
Posted: Thu Apr 11, 2013 3:34 pm
by Nedarb7
If I'm right then yep, no changing names.
Re: Cad Bane/Pre Vizsla Help!
Posted: Thu Apr 11, 2013 3:39 pm
by Ant
Okay then, can anyone be kind enough to post an Era mod tutoral...yes there is one already...but the author doesnt understand that the post he makes=chinese in the eyes of a new modder.....
EDIT: Wait, dont give me a tutorial, can you give me a rank from 1-10 being how hard an era mod is to make if a side mode would be a 5?
Re: Cad Bane/Pre Vizsla Help!
Posted: Thu Apr 11, 2013 4:23 pm
by Marth8880
6.
Creating an era mod is really not difficult at all, and it's practically the same thing as creating a side mod - it just includes adding era support to maps. Just memorize exactly how mission scripts are set up and laid out, that's what I've done with Unification. Also, keep a copy of the ODF Parameters doc on-hand - it's like, the most useful doc by far - that and the sound readme.