Custom Gungan Issues

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TheSackMaster
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Custom Gungan Issues

Post by TheSackMaster »

I made a custom gungan but its ears are messed up and they drag to the ground i copied all the code from the gungan but changed the weapon also it has all the tenticle code
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AnthonyBF2
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Re: Custom Gungan Issues

Post by AnthonyBF2 »

You perhaps forgot to copy the munged files from assets\sides\gun\munged to your mod\sides\gun\munged
TheSackMaster
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Re: Custom Gungan Issues

Post by TheSackMaster »

i did that still did not work

EDIT
Does anybody know what i could do
jedimoose32
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Re: Custom Gungan Issues

Post by jedimoose32 »

When I get home in about an hour I will see if I can help. I almost guarantee this is a skeleton issue... vertices that can't find the bone that they are enveloped to will default to the unit's root (coordinate 0,0,0). This causes the funny stretching-to-the-ground effect.
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Re: Custom Gungan Issues

Post by TheSackMaster »

also he moves really slow and it always says he has fleed when i havent even done anything with him
jedimoose32
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Re: Custom Gungan Issues

Post by jedimoose32 »

What other files have you changed aside from that Gungan's odf?
Can you please post the contents of his odf file?
TheSackMaster
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Re: Custom Gungan Issues

Post by TheSackMaster »

Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "nab_inf_gungan.msh"

[Properties]
AISizeType = "HOVER"

GeometryName = "nab_inf_gungan"
GeometryLowRes = "nab_inf_gungan_low1"
ClothODF = "imp_inf_darthvader_cape"
SkeletonName = "gungan"
SkeletonRootScale = "1.1"
FirstPerson = "all\alllstrm;all_1st_stormtrooper"

OverrideTexture = "gungan02"

NumTentacles = "2"
BonesPerTentacle = "3"
TentacleCollType = "0"



JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //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 = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

WEAPONSECTION = 1
WeaponName1 = "cis_weap_lightsaber"
WeaponAmmo1 = 0

WEAPONSECTION = 2
WeaponName2 = "com_weap_inf_force_choke"
WeaponAmmo2 = 0
WeaponChannel2 = 1

WEAPONSECTION = 3
WeaponName3 = "com_weap_inf_force_push"
WeaponAmmo3 = 1
WeaponChannel3 = 1

VOUnitType = 184
SoldierMusic = "imp_hero_Vader_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"

FoleyFXClass = "all_inf_soldier"

SndHeroSelectable = ""
SndHeroSpawned = "none"
SndHeroDefeated = "gungan_die"
SndHeroKiller = "gungan_hurt"

VOSound = "gungan_inf_chatter_AcquiredTarget SC_Follow"
VOSound = "gungan_inf_chatter_AcquiredTarget SC_StopFollow"
VOSound = "gungan_inf_chatter_AcquiredTarget SC_VehicleWaitUp"
VOSound = "gungan_inf_chatter_AcquiredTarget SC_GetIn"
VOSound = "gungan_inf_chatter_AcquiredTarget SC_GetOut"

VOSound = "gungan_inf_chatter_AcquiredTarget AcquiredTarget"
VOSound = "gungan_inf_chatter_AcquiredTarget KillingSpree4"[/code]
jedimoose32
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Re: Custom Gungan Issues

Post by jedimoose32 »

Make sure you have the cloth set up correctly. Do you have Darth Vader's cape odf in your side folder? Have you hex edited the cloth from Vader onto the gungan model? Because you need to do both of those things.
TheSackMaster
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Re: Custom Gungan Issues

Post by TheSackMaster »

i took of vaders coat and the gun gan looks fine now with no problems but i really want to have the coat so how would i do that i had that thing i had in there but it didnt really work
jedimoose32
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Re: Custom Gungan Issues

Post by jedimoose32 »

Go to the FAQ thread and read one of the tutorials on hexediting capes from existing models.
TheSackMaster
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Re: Custom Gungan Issues

Post by TheSackMaster »

i went to the faq i dont see anything about hexediting capes from existing models is it the one about the BF1 cape to BF2
jedimoose32
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Re: Custom Gungan Issues

Post by jedimoose32 »

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