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Jedi animation question.

Posted: Thu Aug 24, 2006 11:47 am
by Moving_Target
Ok. 4 some odd reason my new texture won't appear. This appears
Image
Now the skin apperar previously in a different mod i made, but deleted. Now here is the odf...well a section.
[GameObjectClass]
ClassParent = "all_inf_default_sniper"

[Properties]
GeometryName = "arc_inf_sniper"
GeometryLowRes = "arc_inf_sniper"
OverrideTexture = "arc_inf_sniper"
FirstPerson = "all\allleia;all_1st_deathstarleia"

SkeletonName = "marksperson"
SkeletonLowRes = "leialz"
SkeletonRootScale = "0.95"
CollisionRootScale = "0.95"


// general VO - Some female VO unavailable
HurtSound = "all_inf_com_chatter_wound_female"
DeathSound = "all_inf_com_chatter_death_female"
DamageRegionSound = "allfemalechoke"
ChokeSound = "allfemaleforcechoke"

Here's the msh folder...
Image

I am totally stumped on why the skin won't appear.

RE: Missing Texture. I

Posted: Thu Aug 24, 2006 12:01 pm
by Rekubot
Does it say anything relevant in the log file?

RE: Missing Texture. I

Posted: Thu Aug 24, 2006 12:03 pm
by Moving_Target
This...
Message Severity: 2
.\Source\EntitySoldier.cpp(10471)
Soldier arc_inf_sniper has geometry collision

RE: Missing Texture. I

Posted: Thu Aug 24, 2006 1:00 pm
by Moving_Target
I did some messing around and now i have this error...
Message Severity: 3
.\Source\EntityGeometry.cpp(619)
Entity "arc_inf_sniper" missing geometry "arc_inf_sniper.msh"

Is it talking about the file or named in the odf?
And now if I'm not mistaken isn't that the file right there?
Image

RE: Missing Texture. I

Posted: Thu Aug 24, 2006 3:02 pm
by Schizo
Your ODF was fine before. Just keep it like that and you shouldn't have problems.

As for the skin, you need to call for it in the MSH file. Texture override doesn't work with all models.

RE: Missing Texture. I

Posted: Thu Aug 24, 2006 5:06 pm
by t551
Follow Vyse's skinning tutorial in the sticky.

RE: Missing Texture. I

Posted: Thu Aug 24, 2006 8:10 pm
by Moving_Target
Thanks guys i got it working now! :wink:

RE: Missing Texture. I

Posted: Thu Aug 24, 2006 8:38 pm
by Moving_Target
Ok now i have a few new problems.
One is i can't find these 2 items...
Message Severity: 3
.\Source\Weapon.cpp(2044)
Weapon "cis_weap_inf_rifle" missing geometry "cis_weap_inf_rifle"

Message Severity: 3
.\Source\Weapon.cpp(2044)
Weapon "cis_weap_inf_rocket_launcher" missing geometry "cis_weap_inf_launcher"

2. My new unit Aqua droid nad the rocket droid share teh same stuff. Not a real problem, but I'm just wondering why and how to fix that to the rocket guy and the aqua droid don't share the same weapons

3. When you play as either the aqua droid or rocket droid when you switch from the cis_inf_rifle to the rocket launcher you can't switch back.

4. How do you fix the jedi animation where only the top spins around and not the legs?

Thanks in advance!

Posted: Fri Aug 25, 2006 12:16 am
by Syth
1. don know

2. It sounds like the aqua droid doesnt have its own default odf (default odf usually has weapons and unit stats). So your unit needs a "cis_inf_default_aquadroid" and a "cis_inf_aquadroid" file.

3. That happens when you have an award weapon standardly equiped with your unit.

4. noda

Posted: Fri Aug 25, 2006 1:19 am
by archer01
1. If you're just referring to the msh files themselves their in the "BF2_ModTools\assets\sides\cis\msh\PC" folder. If the files are present in your side's msh folder and the munge is just not finding them... I don't know, sorry.

2. In your unit's odf, see this line:

ClassParent = "parentODFname"

That line says that before reading that specific odf file, the game should go and read the settings out of the parentODFfile THEN read the settings of the specific odf. That way you can reuse a lot of different settings for various units and change/override only the things you want to. If you want to change the weapons of a unit that inherits data from a parent, just add the weapon as normal into the child's odf.

Example:

If you want a unit that is exactly like the cis rifleman in every way EXCEPT that he has a rocket launcher instead of a rifle, you would create a child odf that looks something like this:

Code: Select all

[GameObjectClass]
ClassParent = "cis_inf_rifleman"

[Properties]
WEAPONSECTION = 1
WeaponName     = "cis_weap_inf_rocket_launcher"
WeaponAmmo     = 4
That uses all the cis_inf_rifleman's settings (along with anything the cis_inf_rifleman odf inherited from its parents) and overrides the first weapon section.

3. In the "com_weap_inf_rifle" file there are lines that say:

ScoreForMedalsType = 1
MedalsTypeToLock = 1

Since all rifles inherit from this common odf, they all lock after the medal for frenzy is aquired. Chances are the character you're using has legendary status in frenzy, so it will automatically lock every game. You'll have to make a new weapon that doesn't inheirt those lines or override them to fix this.

4. It's happening because the _upper animation is playing when you really want the _full animation to play (an anim file that has _full on the end has both _upper and _lower in it, but one or both can be played at once). You have to find some way to force the game to use the animation's _full animation. Unfortunatly, I'm still not sure of all the factors involved in actually doing that, sorry. I wish you luck with finding out though.

Posted: Fri Aug 25, 2006 10:39 am
by Moving_Target
Alrighty. Thanks i fixed all but the jedi. Where would the _upper and _full animation stuff be? Is it in the combo files?
Thanks 4 the help!

Posted: Fri Aug 25, 2006 11:35 am
by Hebes24
do you Have acustom animation bank? those are the ends of the animation mshs.

Posted: Sat Aug 26, 2006 4:41 pm
by Moving_Target
I don't think so. But my main focus right now is getting a new mine model working. See i have the default mine working properly, even with modified stuff in it. Like GeometryName = "mine.msh"
But it still shows up like a normal mine. Here's the odf.

[WeaponClass]
ClassParent = "arc_weap_inf_mine_dispenser"
GeometryName = "mine.msh"

[Properties]
//NextCharge = 0.99
OrdnanceName = "com_weap_inf_landmine"

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

FireSound = "com_weap_throw"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
//ReloadSound = "com_weap_inf_equip_med"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
OverheatSound = ""
OverheatSoundPitch = ""
OverheatStopSound = ""
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_squat"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"

My arc_weap_inf_mine_dispenser.

[WeaponClass]
ClassLabel = "dispenser"

[Properties]
RoundsPerClip = "1"
ReloadTime = "1.25"

//AnimationBank = "grenade"
OffhandWeapon = 1

TrackingSound = ""

ShotDelay = "0.0"
MaxItems = "4.0"
AutoAimSize = "1.0"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.5"

MinStrength = "0.3"
MaxStrength = "0.4"

//MaxPressedTime = "1.5"

It's just a renamed com_etc.
Am i missing a file? I know I'm missing somehting but i don't know what. Also I'm trying to get the smoke grenade to be seperate thing instead of all thermal detennators are smoke grenades.

Here's the info...
First all the files...
Image

arc_weap_inf_thermaldetonator
[WeaponClass]
ClassParent = "smk_weap_inf_thermaldetonator"
GeometryName = "smokegrenade.msh"

[Properties]
OrdnanceName = "rep_weap_inf_thermaldetonator_ord"


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

FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_sm"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"

arc_weap_inf_thermaldetonator_exp
[ExplosionClass]
ClassParent = "com_weap_inf_thermaldetonator_exp"

[Properties]

smk_weap_inf_thermaldetonator
[WeaponClass]
ClassLabel = "grenade"

[Properties]
GeometryName = "smokegrenade"
HighResGeometry = "smokegrenade"

OffhandWeapon = 1

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

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

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

MinRange = "12"
OptimalRange = "18"
MaxRange = "24"

LockOnRange = "30.0"

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

RoundsPerClip = "1"
ReloadTime = "0.0"
ShotDelay = "1.3"
ShotElevate = "0.21"
MaxPressedTime = "0.0"

InitialSalvoDelay = "0.51"

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

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.25"
ChargeDelayHeavy = "1.45"

RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "0"
RecoilStrengthHeavy = "0"


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

FireSound = "com_weap_throw"
FireEmptySound = "com_weap_inf_ammo_empty"


I think that's it. Thanks 4 the helP!