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Porting Yoda problem

Posted: Sun Feb 01, 2009 8:09 pm
by giftheck
This is not as major as my Boba Fett import problem, but challenging nontheless.

I have attached a screenshot of my problem, but I shall explain anyway.

I wanted to import Yoda into BF1. This is my ODF for Yoda:

Code: Select all

[GameObjectClass]
ClassLabel          = "soldier"
GeometryName        = "rep_inf_yoda.msh"

[Properties]
FootWaterSplashEffect   = "watersplash_sm"
WaterSplashEffect   = "watersplash_md"
WakeWaterSplashEffect   = "watersplash_wade"

UnitType            = "assault"
MapTexture          = "troop_icon"
MapScale            = 1.4

GeometryName        = "rep_inf_yoda"
GeometryLowRes      = "rep_inf_yoda_low1"
AnimationName       = "all_inf_snowtrooper"
SkeletonName        = "yoda"
SkeletonLowRes      = "yodalz"

SkeletonRootScale       = "0.5"
SkeletonRootScaleLowRes = "0.5"

JetJump 			= "21.0"		//The initial jump-push given when enabling the jet
JetPush 			= "0.0"	//The constant push given while the jet is enabled (20 is gravity)
JetEffect			= ""
JetFuelRechargeRate		= "0.025" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost			= "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost		= "0.5" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder		= "0.49" //minimum fuel to perform a jet jump(fuel is 0 to 1)

CollisionScale		= "0.0 0.0 0.0"

WingModel		    	= "gen_wings"


CAMERASECTION       = "STAND"

EyePointOffset      = "0.0 2.0 0.0"
TrackOffset         = "0.0 -0.25 3.5"
TiltValue           = "10"

CAMERASECTION       = "CROUCH"

EyePointOffset      = "0.0 1.6 0.0"
TrackOffset         = "0.0 -0.25 3.5"
TiltValue           = "10"

CAMERASECTION       = "PRONE"

EyePointOffset      = "0.0 1.0 0.0"
TrackOffset         = "0.0 -0.25 3.0"
TiltValue           = "10"

MaxHealth           = 1200.0

Acceleraton         = 30.0
MaxSpeed            = 6.0
MaxStrafeSpeed      = 4.0
MaxTurnSpeed        = 2.25
PCMaxTurnSpeed      = 20.0
PCMaxStrafeSpeed        = 20.0

WeaponName1 			= "rep_weap_lightsaberg"
WeaponAmmo1 			= 0
WeaponName2 			= "rep_weap_inf_forcepush"
WeaponAmmo2 			= 0
WeaponChannel2			= 1
WeaponName3 			= "rep_weap_inf_forcepull"
WeaponAmmo3 			= 0
WeaponChannel3			= 1 

AimFactorPostureSpecial = 50
AimFactorPostureStand   = 100
AimFactorPostureCrouch  = 140
AimFactorPostureProne   = 160
AimFactorStrafe         = 60
AimFactorMove       = 70

HurtSound               = "t"
DeathSound              = ""
//LeftFootstepSound       = "soldierstepleft"
//RightFootstepSound      = "soldierstepright"
AcquiredTargetSound     = ""
HidingSound             = ""
ApproachingTargetSound  = ""
FleeSound               = ""
PreparingForDamageSound = ""
HeardEnemySound         = ""
//WaterWadingSound      = "com_inf_wading"
ShockFadeOutTime        = ""
ShockFadeOutGain        = ""
ShockFadeInTime         = ""
ShockSound              = ""
RollSound               = ""
JumpSound               = ""
LandSound               = ""
ClothingRustleSound     = ""
LowHealthSound          = "com_inf_saber_ambient"
LowHealthThreshold      = "1.1"
FoleyFXClass            = "npc_inf_small"

AISizeType          = "SOLDIER"
NoEnterVehicles         = 1
With the screenshot you can see my dilemma, is there something I am missing?

Re: Porting Yoda problem

Posted: Sun Feb 01, 2009 8:36 pm
by Teancum
The screeny didn't work. What's happening? My guess is that you're seeing yoda as super tall, and if that's the case the game can't find Yoda's skeleton

Re: Porting Yoda problem

Posted: Mon Feb 02, 2009 6:08 pm
by giftheck
I didn't upload the screenshot when I posted the message first, when I tried to edit, I was disconnected. And you're right, Yoda is super-tall. I assumed the skeleton is inside the BF2/rep/munged folder as yoda/yodalz files, so I copied them into my BF1 munged folder, but nothing. The screen is on this message.

Re: Porting Yoda problem

Posted: Mon Feb 02, 2009 6:51 pm
by VF501
The Problem is that in Star Wars Battlefront ALL of the units (except Battledroids, Superbattledroids, Wookiees, and Droidekas) use the Basic Unit Skeleton (Unit Template provided by Psychofred has the Skeleton). Also, you cannot just drop the munged Yoda animation files into the Republic side and expect them to work. The way SWBF handles animations is different from SWBF2. All of the sides have .sprite files (either separate ones for units or one for all units) in the Munged folder, the .sprite has something to do with the animations/skeleton, that I'm pretty sure of. What I don't know for sure, and I don't think any one ever did it, is how to create a .sprite file.

Re: Porting Yoda problem

Posted: Mon Feb 02, 2009 7:06 pm
by giftheck
The engines handle animations in a similar manner, they are not all that different. Perhaps I should try using the Ewok skeleton to test it...

Re: Porting Yoda problem

Posted: Mon Feb 02, 2009 7:21 pm
by jedikiller32
The most anyone has ever been able to do with Yoda in BFI is get him down a bit shorter.

He will not look like he does in BFII, no matter what you do... especially since the combos will not work.

Re: Porting Yoda problem

Posted: Mon Feb 02, 2009 7:26 pm
by MileHighGuy
try scaling him down with the odf,msh option and, animation there are tutorials for this in the swbf2 everything u need thread
or.. yea use the ewok skeleton

Re: Porting Yoda problem

Posted: Mon Feb 02, 2009 7:31 pm
by giftheck
I'm not after the combos, I am well aware they do not work (I don't even bother copying over BF2 ODFs, I just edit BF1 odfs). I shall try the ewok skeleton. It might work (the ODF for Yoda is a modified Ewok ODF, BTW)

Re: Porting Yoda problem

Posted: Mon Feb 02, 2009 9:19 pm
by VF501
Yes both games handle Animations similarly, but for Star Wars Battlefront 2, it is FAR easier to add in custom animations and skeletons. The final output of Munged Animations is a different format for SWBF than SWBF2. Both have zaabin and zafbin animation banks, but SWBF2 uses .anims files where as SWBF uses .sprites in the final munged animation output. That alone is a significant difference in the way the games each handle animations, for how the game references them.

Ewok Skeleton is the basic skeleton shrunken down, which is why the JubJub name code works in SWBF, it swaps all Units skeletons with the Shrunken Ewok version. You'll be able to get a short Yoda, but the Weights will still remain the ewok ones, so you'll have to deal with a few stretched parts.

As it is I don't think anyone has gotten custom Unit animations into SWBF, only vehicles.

Re: Porting Yoda problem

Posted: Tue Feb 03, 2009 3:57 pm
by giftheck
I also have the raw .msh files but I do not know what to do with them. I guess they are what is munged into the zaabin, zafbin and sprite files.

Re: Porting Yoda problem

Posted: Thu Feb 05, 2009 10:06 am
by ANDEWEGET
if i remember right i opened a sprite file with a text/hex editor and there was text...but not sure, too long ago

Re: Porting Yoda problem

Posted: Thu Feb 05, 2009 11:05 am
by Teancum
AFAIK there are no tools to munge new SWBF1 anims. The SWBF1 tools were given a lot less than the SWBF2 tools.

Re: Porting Yoda problem

Posted: Thu Feb 05, 2009 5:44 pm
by giftheck
It seems a skeleton doesn't need the anims/sprite files. I looked inside the Ewok/Jawa files, they had no SPRITE files.

Re: Porting Yoda problem

Posted: Thu Feb 05, 2009 6:04 pm
by Teancum
sprite files are old-school files from earlier Zero Engine games. They aren't used in SWBF1.

Re: Porting Yoda problem

Posted: Thu Feb 05, 2009 6:48 pm
by giftheck
Yeah, it seems like all animations in the game only have their zaabin and zafbin files. There are a couple of sprite files, but there's nothing I thought would help the game in them.

Re: Porting Yoda problem

Posted: Fri Feb 06, 2009 9:04 am
by Teancum
Good luck. You're in uncharted waters, and there's not much we can do to help.

Re: Porting Yoda problem

Posted: Fri Feb 06, 2009 1:07 pm
by giftheck
Actually, I deleted the unneeded .msh animations inside my "Animations" folder, and re-munged them (actually, all the things you need are there, you just have to edit the .bat files so they work properly). Still not working, though :(

Re: Porting Yoda problem

Posted: Sat Mar 14, 2009 6:44 pm
by MileHighGuy
im sorry to bump, but this might be important

http://www.xfire.com/video/8a41b/

i dont know how he did it but yoda is the right size

Re: Porting Yoda problem

Posted: Sat Mar 14, 2009 10:12 pm
by Hardcore
I'm 90% sure thats SWBF2 modded to be like SWBF1- the animations, skeletons not being possible and so on, along with the style of a mostly redon CC doesn't seem worth it (being different in the count of how it is in the conversion pack)

and the red damage indicator was that of SWBF2 not BF1 as i recall, its to large for BF1

Re: Porting Yoda problem

Posted: Sat Mar 14, 2009 10:20 pm
by Maveritchell
Hardcore wrote:I'm 90% sure thats SWBF2 modded to be like SWBF1- the animations, skeletons not being possible and so on, along with the style of a mostly redon CC doesn't seem worth it (being different in the count of how it is in the conversion pack)

and the red damage indicator was that of SWBF2 not BF1 as i recall, its to large for BF1
That's a long way to go just to trick people. That has the ingame interface set up exactly like SWBF1's - and that's a lot of work. It's not just the unit textures/models, it's everything - there's no cloth, the CPs/HUD show green for friendlies, the HUD is exactly the same as SWBF1's... as sure as you may be, I am positive moreso that it is just Yoda set up correctly (whatever that may mean).