Player gun floating(?) [Solved]

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MokSIth
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Player gun floating(?) [Solved]

Post by MokSIth »

Hello.

I have quietly been a regular visitor to this site for awhile now during my time replacing the CIS with the Mandalorians in SWBF1. I was successful in doing that. Many thanks for all the info and shared experiences and assets.

But, I missed the space combat in SWBF2. So, I purchased a new copy of SWBF2 ( Fan Favorites 1 v1.1 ) updated it with the unofficial 1.3 patch.

I wish to rid the game of the CIS once again and replace it with Mandalorians. To my surprise, things are not as easy to mod in SWBF2 as they are in SWBF1.

But, I know, if I study what you have here I will be successful.

I, of course, am starting off very small.

Using a vanilla copy of the IMP assets, I only wanted to change the primary weapon of the Dark Trooper to test out Visual Munge as well as the ODF structure with having 'default' odfs, as well as the ingame odfs.

In an attempt to do a default side replacement. In this case, replacing the IMP side with a slightly modified side.

So, I took the Republic Chaingun ODF and added it to the IMP odf folder. I downloaded the underhand chaingun from here and installed it ( msh and tga ) to the MSH folder.

I changed the primary weapon for the Dark trooper to the Rep_weap_inf_chaingun

I change the animation from 'bazooka' to 'rifle' in order to properly hold the underhand chaingun.

I change the shotdelay to be faster, and I also change the ORD to that of the basic rifle.

Basically, a super fast blaster.

Then this happened.**
Hidden/Spoiler:
Image
This is not an invisible character holding the chaingun. It is my chaingun. It floats there in front of me, like a hud icon. AI units using the same weapon do not have it floating in front of them, which makes me think it is on my hud(?).

I tried using different models but still have the same effect.

I read through almost every post in this section of the forum. I also joined to be able to use the search function to try and locate the problem. But I can not find anyone else with this problem nor can I seem to figure out what I did wrong here.

I am sure it is something simple and I must be over looking something.

Does anyone have any idea what I did wrong here? I have never encountered this before.

Here is the ODF:

rep_weap_inf_chaingun
Hidden/Spoiler:
[WeaponClass]
ClassParent = "cbt_weap_inf_chaingun"
GeometryName = "rep_inf_underhand_chaingun2.msh"

[Properties]

GeometryName = "rep_inf_underhand_chaingun2"
HighResGeometry = "rep_inf_underhand_chaingun2"

OrdnanceName = "imp_weap_inf_rifle_ord"



//******************************************************
//*************** SOUND ****************
//******************************************************


FireSound = "imp_weap_inf_rifle_fire"
ChangeModeSound = "com_weap_inf_equip_med"
ReloadSound = "com_weap_inf_reload_med
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
And the parent ODF:

cbt_weap_inf_chaingun
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "cannon"

[Properties]
AnimationBank = "rifle"


//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "0"
AITargetBuilding = "0"

MinRange = "0"
OptimalRange = "50"
MaxRange = "120"

LockOnRange = "45.0"
LockTime = "0.1"
lockOnAngle = "1.0"

ZoomMin = "0.5"
ZoomMax = "0.5"
ZoomRate = "0.0"

YawSpread = "0.15"
PitchSpread = "0.15"

SpreadPerShot = "0.125"
SpreadRecoverRate = "1.0"
SpreadThreshold = "1.5"
SpreadLimit = "2.5"

StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "100"
ShotDelay = "0.05"
ReloadTime = "0"
HeatRecoverRate = "0.0"
HeatThreshold = "0.0"
HeatPerShot = "0.0"


SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"

//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************

ReticuleTexture = "reticule_rifle"

MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = "0.025"
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "1"
RecoilStrengthHeavy = "1"
RecoilDecayLight = "0.0"
RecoilDecayHeavy = "0.0"
The CBT odf is just a copy of the COM odf that has been modified...rate of fire and such.*



Any help will be greatly appreciated.

Thank you.


*Yeah, I know....it's a super weapon. This is only a test.
**Yeah, I know...it's my old 2001 'hotrod' computer with an AGP card in it and running XP pro. I keep it around for older games. Stop the hate!
Last edited by MokSIth on Tue Oct 27, 2015 1:12 am, edited 1 time in total.
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Oceans14
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Re: Player gun floating(?)

Post by Oceans14 »

MokSIth
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Re: Player gun floating(?)

Post by MokSIth »

You know what? I did see that second link you posted. I remember seeing the title and thinking "Nah, I am not looking for a floating icon". I should have opened it anyway and read it, since 'floating' was in my search parameters. I guess I was getting too frustrated at that point. I will be more patient in the future with my searches.

But, thank you very much, Oceans14! That did the trick. :mrgreen:

As well as thanks to Fragme!, Mike Z, and Majin Revan for making the fix and tutorial.

Thank You Game Toast Community.
asdfjkl
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Re: Player gun floating(?) [Solved]

Post by asdfjkl »

Quick question MokSIth: What Mandalorians are you replacing the CIS with? Are they released assets?
MokSIth
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Re: Player gun floating(?) [Solved]

Post by MokSIth »

asdfjkl wrote:Quick question MokSIth: What Mandalorians are you replacing the CIS with? Are they released assets?
Yes, the released assets, from here.

Though, to break up the monotony some, I did change a couple of skins ( re-painted some originals, copy and rename the MSH, then hex edit new MSH to new TGA skin ). Nothing masterful, mind you. Just enough to make them look different, and also added different packs from SYTH's backpack assets.

It's not anything for a release. Just for my personal enjoyment. It's just that I really love the Mandalorians and really, really hate the CIS. :P

I haven't finished the SWBF2 side yet. But here is a pic of a 'reskin' from my SWBF1 side swap, if you are interested.

Meh.
Hidden/Spoiler:
Image
I am not good at skinning.
thelegend
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Re: Player gun floating(?) [Solved]

Post by thelegend »

Looks cool so far.
Just by the way I personally found another way of fixing the floating HUD icons. I do this trick often and it works, but I only do this to assets I never release. Anyway change the name of the .msh file (underhand chaingun) in MSH to a name that already exists. For example "cis_weap_inf_rifle". Use a name which is not named in your IMP folder (I guess you are using the stock imperial side since you told this to us). Also don't forget to edit the unit's odf so it reads the new name of your underhand chaingun.

This moves your HUD icon to the exact right place. But the other method works better in my opinion. My trick is just a quick possible option to get the icon working correctly.
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