Cape problem [Solved]

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
Grievous
Private
Posts: 36
Joined: Fri Sep 07, 2012 3:54 am
Projects :: No Mod project currently.
xbox live or psn: No gamertag set

Cape problem [Solved]

Post by Grievous »

Hello,

I need help to display a character's cape. The character is called Pre Vizsla and it has a cape like Boba Feet. I found it in the forum but its cape doesn't appear.

Has anyone ever had this problem? if yes, how did you do to solve it?

Thank you in advance for your help.
User avatar
Nedarb7
Lieutenant General
Lieutenant General
Posts: 676
Joined: Sat Sep 22, 2012 3:41 pm

Re: cape problem

Post by Nedarb7 »

Could you post Pre Vizsla's odf?
User avatar
Grievous
Private
Posts: 36
Joined: Fri Sep 07, 2012 3:54 am
Projects :: No Mod project currently.
xbox live or psn: No gamertag set

Re: cape problem

Post by Grievous »

this are the 3 odf files for Pre Vizsla
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "cis_inf_Mandalorian_default"
GeometryName = "man_inf_Mandalorian_Commander.msh"

[Properties]

GeometryName = "man_inf_Mandalorian_Commander"
GeometryLowRes = "man_inf_Mandalorian_Commander"
FirstPerson = ""
ClothODF = "cis_inf_Mandalorian_cape"

JetJump = "30.0" //7 //The initial jump-push given when enabling the jet
JetPush = "50.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "120.0" //Acceleration while hovering.
JetEffect = "imp_sfx_jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.20" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.001" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.1" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.2" //minimum fuel to perform a jet jump(fuel is 0 to 1)
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "cloth"

[Properties]
attachedmesh = "man_inf_Mandalorian_Commander"
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_hero_default"


[Properties]
PointsToUnlock = 0
MaxHealth = 800.0

ExplosionName = "cis_inf_droid_exp"
UnitType = "Trooper"

WEAPONSECTION = 1
WeaponName = "cis_weap_inf_sniper_rifle"
WeaponAmmo = 7

WEAPONSECTION = 2
WeaponName = "cis_weap_inf_mortar_launcher"
WeaponAmmo = 3

WEAPONSECTION = 3
WeaponName = "cis_weap_inf_debuff_poison"
WeaponAmmo = 1
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "cis_weap_inf_remotedroid"
WeaponAmmo = 1
WeaponChannel = 1

WEAPONSECTION = 5
WeaponName = "cis_weap_inf_smoke_launcher"
WeaponAmmo = 1

VOUnitType = 093

// the foot height where footstep sounds are played
MinFootHeight = 0.3

VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"

VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
User avatar
Nedarb7
Lieutenant General
Lieutenant General
Posts: 676
Joined: Sat Sep 22, 2012 3:41 pm

Re: cape problem

Post by Nedarb7 »

It looks as if you've set it up correctly :?.
Is the name of the cloth odf (just making sure):
cis_inf_Mandalorian_cape
User avatar
Cleb
Lieutenant General
Lieutenant General
Posts: 711
Joined: Sun Jun 17, 2012 10:12 pm
Projects :: Learning how to use 3DS Max
Games I'm Playing :: BF2 CIV4 MC
xbox live or psn: ˙. ˙. ˙. ˙. ˙. ˙
Location: Somewhere
Contact:

Re: cape problem

Post by Cleb »

Don't you need to hex-edit capes and the like on?
User avatar
Nedarb7
Lieutenant General
Lieutenant General
Posts: 676
Joined: Sat Sep 22, 2012 3:41 pm

Re: cape problem

Post by Nedarb7 »

Not necessarily. Since he downloaded it with the cape on (the asset would not
have came with a cape odf if it hadn't come with a cape) you shouldn't have to
hex-edit anything.
User avatar
Grievous
Private
Posts: 36
Joined: Fri Sep 07, 2012 3:54 am
Projects :: No Mod project currently.
xbox live or psn: No gamertag set

Re: cape problem

Post by Grievous »

the name of the cloth odf is well cis_inf_Mandalorian_cape
User avatar
Nedarb7
Lieutenant General
Lieutenant General
Posts: 676
Joined: Sat Sep 22, 2012 3:41 pm

Re: cape problem

Post by Nedarb7 »

Strange :?. It should be working.
When you downloaded Pre Vizsla he came with the
odf files correct?
User avatar
Grievous
Private
Posts: 36
Joined: Fri Sep 07, 2012 3:54 am
Projects :: No Mod project currently.
xbox live or psn: No gamertag set

Re: cape problem

Post by Grievous »

There was no odf file when I downloaded
User avatar
SpartanA259
Captain
Captain
Posts: 498
Joined: Tue Jul 19, 2011 2:47 pm
Projects :: Orion City
xbox live or psn: Steam: [404] Ash
Location: New Reno, Nevada

Re: cape problem

Post by SpartanA259 »

I don't know if this will work but instead of using cis_inf_Mandalorian_cape did you try renaming it to man_inf_Mandalorian_Commander_cape?
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "cis_inf_Mandalorian_default"
GeometryName = "man_inf_Mandalorian_Commander.msh"

[Properties]

GeometryName = "man_inf_Mandalorian_Commander"
GeometryLowRes = "man_inf_Mandalorian_Commander"
FirstPerson = ""
ClothODF = "man_inf_Mandalorian_Commander_cape"

JetJump = "30.0" //7 //The initial jump-push given when enabling the jet
JetPush = "50.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "120.0" //Acceleration while hovering.
JetEffect = "imp_sfx_jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.20" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.001" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.1" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.2" //minimum fuel to perform a jet jump(fuel is 0 to 1)
User avatar
Nedarb7
Lieutenant General
Lieutenant General
Posts: 676
Joined: Sat Sep 22, 2012 3:41 pm

Re: cape problem

Post by Nedarb7 »

Yes rename the cloth odf and the line in Pre Vizsla's odf
and it should work.
User avatar
Cleb
Lieutenant General
Lieutenant General
Posts: 711
Joined: Sun Jun 17, 2012 10:12 pm
Projects :: Learning how to use 3DS Max
Games I'm Playing :: BF2 CIV4 MC
xbox live or psn: ˙. ˙. ˙. ˙. ˙. ˙
Location: Somewhere
Contact:

Re: cape problem

Post by Cleb »

Nedarb7 wrote:Not necessarily. Since he downloaded it with the cape on (the asset would not
have came with a cape odf if it hadn't come with a cape) you shouldn't have to
hex-edit anything.
Ok my bad. I thought he downloaded the cape by itself and was trying to put it on a his own custom unit. :cpu:
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: cape problem

Post by AceMastermind »

The cloth ODF name has to be the same as the cloth geometry name in the msh file.
Post a link to the asset you're using so we can give you accurate information.

EDIT
forums/viewtopic.php?f=64&t=24475
Pre Vizsla 1.0
User avatar
Nedarb7
Lieutenant General
Lieutenant General
Posts: 676
Joined: Sat Sep 22, 2012 3:41 pm

Re: cape problem

Post by Nedarb7 »

Actually I have found the asset he is using and the cape geometry name is:
man_inf_Mandalorian_Commander_cape

So that means the name of the cape odf should be (of course):
man_inf_Mandalorian_Commander_cape

And the line in Pre Vizsla's odf (again):
man_inf_Mandalorian_Commander_cape
User avatar
Grievous
Private
Posts: 36
Joined: Fri Sep 07, 2012 3:54 am
Projects :: No Mod project currently.
xbox live or psn: No gamertag set

Re: cape problem

Post by Grievous »

Thank you for your help. Since I have renamed the ODF file Pre Vizsla's cape appears.

I also wanted to ask if it's possible to block the view "first Person" of a character?
User avatar
yuke5
Field Commander
Field Commander
Posts: 945
Joined: Wed Jun 29, 2011 10:42 pm
Games I'm Playing :: SWBF2 TF2 RC KOTOR
xbox live or psn: My steam is yuke5.
Location: Vermont

Re: cape problem

Post by yuke5 »

I'm not 100% sure, but I think these lines might do it.

Code: Select all

FirstPersonFOV          = "70"
ThirdPersonFOV          = "65"
User avatar
Grievous
Private
Posts: 36
Joined: Fri Sep 07, 2012 3:54 am
Projects :: No Mod project currently.
xbox live or psn: No gamertag set

Re: cape problem

Post by Grievous »

I tried, and it doesn't block the view "first Person".
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: cape problem

Post by Marth8880 »

Adding ForceMode = 1 to a unit's ODF will remove the first-person view and will force third-person.
User avatar
Grievous
Private
Posts: 36
Joined: Fri Sep 07, 2012 3:54 am
Projects :: No Mod project currently.
xbox live or psn: No gamertag set

Re: cape problem

Post by Grievous »

Thank you, it functions.
Post Reply