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Soldiers as Props [Solved]
Posted: Mon Jan 22, 2007 12:15 pm
by Dymon
Heya, it's me again
Qdin couldn't really help me, so I'll ask here again:
I want to place Clone-Soldiers as Props in my map, but I don't know how. I placed the ODF's out from the ODF-Folder in my world1-folder OR i placed the odf's out from the side folder, but they didn't even show up in ze, neither ingame. Then i tried placing the .msh's, trying both folders again. This time they showed up in ZE, although they were really strange looking... But Ingame there doesn't show up any of em... Does anyone know a "working" way to do it?
RE: Soldiers as Props
Posted: Mon Jan 22, 2007 12:51 pm
by Rekubot
You need to set their ODF files up as props like a building would have, but even if you did that their arms and legs would be stretched out, and they wouldn't look very good.
RE: Soldiers as Props
Posted: Tue Jan 23, 2007 5:46 am
by Qdin
Could it have anything to do with the layer?
Posted: Tue Jan 23, 2007 8:35 am
by RC-1290
Well the stetch probably has something to do with how they're animated.
Posted: Tue Jan 23, 2007 2:00 pm
by Dymon
well i tryed defining em as "armedbuilding" but it didn't work too... than i tryed that:
[GameObjectClass]
ClassLabel = "prop"
GeometryName = "rep_inf_trooper.msh"
[Properties]
GeometryName = "rep_inf_trooper"
GeometryLowRes = "rep_inf_trooper_low1"
but same problem as always, placing odf doesn't change anything, placing msh only shows up in ze (looking wierdly)...
Posted: Tue Jan 23, 2007 5:32 pm
by Razgriz
Hmm well im making a movie mod and i was intrested when i saw this. I thought i could mimic a big army but i guess not.
Posted: Wed Jan 24, 2007 1:44 pm
by Dymon
qdin told me he used to do this before with gungans... but he couldn't explain how :-X
Posted: Wed Jan 24, 2007 5:35 pm
by Qdin
I just placed them... O.o
Because of that, they had full animations. Great fun to blast +50 gungans with 1 OVERPOWERED Nade

Posted: Fri Jan 26, 2007 4:36 pm
by Dymon
wow hey, there shows something up when i define them as "armedbuilding" and place the modified odf from the sides folder....
the things showing up look pretty weird, having about 2 heads and other lenghtened arms and so on...
would it work to define them as "animatedprop" and give them "standing"-animations? maybe like jabba or something... i'm not not familiar with the animation thingies

Posted: Fri Jan 26, 2007 5:37 pm
by minilogoguy18
just put the unti template clone in the pose you need it and freeze the mesh and delete the skeleton and export, simple.
Posted: Fri Jan 26, 2007 5:41 pm
by Qdin
OR - just give them a normal prop-classlabel and make the .odf a prop?

I doubt you'll need them to be killed.. or what?

Posted: Sat Jan 27, 2007 7:34 am
by Dymon
minilogoguy18 wrote:just put the unti template clone in the pose you need it and freeze the mesh and delete the skeleton and export, simple.
simple yea, for someone who has an idea of whatever you're talkin about

I guess i got to use this xsi-thingy for it, ok just downloading...
Posted: Sat Jan 27, 2007 4:08 pm
by Qdin
lol - too bad for you, Dymon - that it doesn't work wi thMod Tools
I already gave you another option, but if you want a 'statue' it's just to use the way Mini' said.
Posted: Sat Jan 27, 2007 4:28 pm
by Dymon
ouch.... this program looks... kind of complicated... confusing.... If it is that simple as you said, couldn't you just create em for me? I just need ep2_rifleman and clone commanders which are standing still, animations (breathing or something ^^) would be nice, but aren't necessary... Please, you masters of Maps and Mods, I would be soo delighted

Posted: Sat Jan 27, 2007 6:40 pm
by Qdin
I'll talk with you on TS or Xfire about this.
Unless a problem comes up, I'll keep this locked.
