Starship Modelling (XSI)

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

Moderator: Moderators

Post Reply
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Starship Modelling (XSI)

Post by Fiodis »

I modelled a new starship, gave it appropriate nulls and such. Then I exported it, tryed to add it to a space map, and watched it crash.

I'll post the error log if anyone needs it. But for now my question is: is it a necesity for starships to have animations? I'm not sure; I think not, becuase several shipped models don't seem to have any (A-wing, Y-wing, the TIE fighters, Droid Tri-Fighter, CIS bomber, etc....).
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Starship Modelling (XSI)

Post by Maveritchell »

Fiodis wrote:becuase several shipped models don't seem to have any (A-wing, Y-wing, the TIE fighters, Droid Tri-Fighter, CIS bomber, etc....).
Actually, the above bolded fighters do have animations, but that is irrelevant as no flyer vehicle model needs animations to work.
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Starship Modelling (XSI)

Post by Fiodis »

Well, I suppose it's not an issue with the mesh, then. Should I make a new topic in the modding forum dealing with ODFs and LUAs and whatnot, or should this one just be moved?
FragMe!
Gametoast Staff
Gametoast Staff
Posts: 2244
Joined: Sat May 13, 2006 12:34 am
Projects :: Not sure keep changing my mind.
Games I'm Playing :: F1 and SWBF
xbox live or psn: No gamertag set
Location: Origin name GT_FragMe
Contact:

Re: Starship Modelling (XSI)

Post by FragMe! »

Fiodis wrote:I modelled a new starship, gave it appropriate nulls and such. Then I exported it, tryed to add it to a space map, and watched it crash.
Did you mean the ship crashed or the map crashed?
Did you get any munge errors?
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Starship Modelling (XSI)

Post by Fiodis »

The game crashed; there is nothing in the error log about the ship, only about other stock ships, which is wierd; the only mungelog errors were warnings of a couple shipped models with NO COLLISION GEOMETRY (WILL BE SLOW!)-type stuff.
User avatar
Frisbeetarian
Jedi
Jedi
Posts: 1233
Joined: Wed Sep 12, 2007 3:13 pm

Re: Starship Modelling (XSI)

Post by Frisbeetarian »

It would seem that your original question was answered, and if indeed the only errors in your log have to do with shipped vehicles, then I'd say that is where your problem is.
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Starship Modelling (XSI)

Post by Fiodis »

Frisbeetarian wrote:It would seem that your original question was answered, and if indeed the only errors in your log have to do with shipped vehicles, then I'd say that is where your problem is.
Yes, but the thing is that before I added the ship everything worked fine; afterwards I get these errors about stock ships, which were working fine a munge ago and that I haven't edited.
User avatar
Frisbeetarian
Jedi
Jedi
Posts: 1233
Joined: Wed Sep 12, 2007 3:13 pm

Re: Starship Modelling (XSI)

Post by Frisbeetarian »

Does removing your new ship make the map no longer crash?
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Starship Modelling (XSI)

Post by Fiodis »

Removing the ship did make the map stop crashing, so it isn't any shipped asset but is the ship that causes the CTD.

I have a few odd error log errors:
Hidden/Spoiler:
[code]Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "tur_bldg_spa_cis_recoilless"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, cis_gun2, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "tur_bldg_spa_cis_recoilless"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, cis_gun4, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "tur_bldg_spa_cis_recoilless"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, cis_gun3, that does not have an .odf file associated with it[/code]
So it can't find an ODF. Never mind that I'm loading a default TUR side, without any DC: in the line. That doesn't seem to matter to this misbehaving LUA.
Hidden/Spoiler:
[code]Message Severity: 2
.\Source\CommandFlyer.cpp(210)
Could not build CommandFlyer[/code]
Roughly 50 of these, all of them identical. And the thing is, both stock command flyers show up and function fine.
Hidden/Spoiler:
[code]Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [f37ab6f6] has no hardpoint '' [b754f2f0][/code]
Quite a bit of these. As the only models in the map, at this moment, are stock models, it seems some stock models are missing hardpoints. Never mind that all the hardpoints, as far as I can see, are there: the LUA doesn't seem to care. Pandemic must've made a mistake and forgotten important hardpoints, yes?


So that is my controversial and self-incriminating error log. And, I'll point out once more, once I add my custom ship the map crashes but I don't get any error log messages about it, or even munge log messages.
User avatar
Frisbeetarian
Jedi
Jedi
Posts: 1233
Joined: Wed Sep 12, 2007 3:13 pm

Re: Starship Modelling (XSI)

Post by Frisbeetarian »

Is the ship you're trying to add a command flyer? Why don't you post the hierarchy of the ship in XSI so we can make sure it's right there and move this topic out of this forum.
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Starship Modelling (XSI)

Post by Fiodis »

It is not a command flyer.


The heirarchy:
Hidden/Spoiler:
Image
FragMe!
Gametoast Staff
Gametoast Staff
Posts: 2244
Joined: Sat May 13, 2006 12:34 am
Projects :: Not sure keep changing my mind.
Games I'm Playing :: F1 and SWBF
xbox live or psn: No gamertag set
Location: Origin name GT_FragMe
Contact:

Re: Starship Modelling (XSI)

Post by FragMe! »

And you can confirm you do not have any lines in your ships odf that relate to animations, like Take Off. Animation errors will crash a map without error, darn things. So if you don't have any anims and the line is still there it will crash. Also for your turrets, if you have any, do you have a .option file for your ships msh the -keep nameofturretnodes
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Starship Modelling (XSI)

Post by Fiodis »

This being a simple one-man starfighter, I have no turrets.

The ODF doesn't conatin any lines that seem to portain to animations. Here it is if you want to have a go, but I'm sure there aren't any animation lines in there. Unless flyers use some kind of code for the animation that I don't recognize as refering to an animation.
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "flyer"
GeometryName = "ter_fly_starfighter.msh"

[Properties]
HUDModel = "hud_arc170_shape"
FLYERSECTION = "BODY"
VehicleType = "fighter"

MapTexture = "arc170_icon"
HealthTexture = "HUD_rep_jedistarfighter_icon"
VehiclePosition = "common.vehiclepositions.pilot"

MapScale = 1.5
MapViewMin = 750
MapViewMax = 750

// PathFollower Attributes
PathFollowerClass = "rep"
PathFollowerClass_CTF = "rep_flag"
PathFollowerBranchPaths = "6"
PathFollowerBranchMaxAngle = "60"
PathFollowerMinBranchDist = "190.0"
PathFollowerBranchRange = "1500"

SquadronFormation = "five-form"
SquadronFormation = "eschleft-form"
//-----------------------------------

GeometryName = "ter_fly_starfighter"
//FirstPerson = "REP\repjedfi;rep_1st_cockpit_jedistarfighter"
//ForceMode = "1"

MaxHealth = 3800.0
//MaxHealth = "2250"
HealthType = "vehicle"
//HitLocation = "p_crithit 0"

TimeRequiredToEject = "2.5"
EjectResistance = "0.01"
TimeTilReboard = "5.0"

PilotSkillRepairScale = 0.02

TakeoffTime = 1.0
TakeoffSpeed = 10.0
LandingTime = 1.0
LandingSpeed = 10.0
TakeoffHeight = 2.0
LandedHeight = 1.1

TargetableCollision = "CollisionMesh"

WEAPONSECTION = 1
WeaponName = "rep_weap_fly_arc170_cannon"
WeaponAmmo = 0

AimerNodeName = "hp_fire1"
NextAimer = "-"
AimerNodeName = "hp_fire2"


WEAPONSECTION = 2
WeaponName = "rep_weap_fly_arc170_bomb"
WeaponAmmo = 0

AimerNodeName = "hp_fire3"
NextAimer = "-"
AimerNodeName = "hp_fire4"



CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_fly_arc170fighter_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "1"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "rep_fly_arc170fighter_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = ""
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "6.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "rep_fly_arc170fighter_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = ""
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkSpeed = "12.0"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "rep_fly_arc170fighter_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = ""
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "rep_fly_arc170fighter_chunk5"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = ""
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "6.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK6"
ChunkGeometryName = "rep_fly_arc170fighter_chunk6"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkSpeed = "12.0"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"

CHUNKSECTION = "CHUNK7"
ChunkGeometryName = "rep_fly_arc170fighter_chunk7"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkSpeed = "12.0"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"

ThrustEffect = "exhaust_terran_starfighter"
ThrustAttachPoint = "dummyroot"
ThrustAttachOffset = "0 0 -4.2"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "3.2"
ThrustEffectScaleStart = "1.5"


ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "hp_contrail1"
ContrailAttachOffset = "0 0 0"
ContrailEffectMinScale = "0.2"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "hp_contrail2"
ContrailAttachOffset = "0 0 0"
ContrailEffectMinScale = "0.2"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "hp_contrail3"
ContrailAttachOffset = "0 0 0"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.2"
ContrailEffectMaxScale = "1.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "hp_contrail4"
ContrailAttachOffset = "0 0 0"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.2"
ContrailEffectMaxScale = "1.8"


DamageStartPercent = 85.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage1"

DamageStartPercent = 75.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage2"

DamageStartPercent = 75.0
DamageStopPercent = 45.0
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage3"

DamageStartPercent = 55.0
DamageStopPercent = 25.0
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage2"

DamageStartPercent = 45.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage1"

DamageStartPercent = 25.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage3"

//ExplosionCritical = "rep_fly_jedifighter_sc_exp"
ExplosionDestruct = "rep_fly_jedifighter_sc_exp"

//SOUND************************
VOUnitType = 129
EngineSound = "rep_fly_arc170_engine_parameterized"
TakeoffSound = "rep_fly_arc170_take_off"
LandSound = "rep_fly_arc170_land"
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "rep_fly_arc170_turn_on"
TurnOffSound = "rep_fly_arc170_airbrakes_off" //Played when the flyer turns off
TurnOffTime = "1.5" //Time it takes to turn off the flyer (in seconds)
TurningOffSound = "rep_fly_arc170_turn_off" // Played when a soldier leaves the flyer
Music = ""
CISMusic = "cis_vehicle"
RepMusic = "rep_vehicle"
MusicSpeed = "0.3"
MusicDelay = "3.0"
AfterburnerOnSound = ""
AfterburnerOffSound = ""
AfterburnerSpeed = ""
Cockpit1stPersonSound = "rep_inf_com_space_chatter"
Cockpit3rdPersonSound = "rep_inf_com_space_chatter"
BoostSound = "rep_fly_arc170_shift_up_property 0.11 1"
BoostSound = "rep_fly_arc170_shift_up_property 0.53 1"
BoostSound = "rep_fly_arc170_shift_up_high_property 0.69 1"
BoostSound = "rep_fly_arc170_shift_down_property 0.17 0"
BoostSound = "rep_fly_arc170_shift_down_property 0.69 0"
TrickSound = "rep_fly_arc170_roll" //Played when the flyer performs a roll
FlipSound = "rep_fly_arc170_flip" //Played when the flyer performs a flip
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.
FoleyFXGroup = "metal_foley"

//MinSpeed = 35.0
//MidSpeed = 70
//MaxSpeed = 95.0
//BoostAcceleration = 80.0
//BoostSpeed = 150.0

// ***************************************************************************************

EnergyBar = "100"
EnergyAutoRestore = "7.5"
EnergyBoostDrain = "20"
EnergyTrickDrainSingleTap = "15"
EnergyTrickDrainDoubleTap = "30"

FirstPersonFOV = "52"
CockpitTension = "22"
CollisionScale = 1.5
CollisionThreshold = 5.0

PitchRate = 1.25
PitchFilter = 6.0
PitchFilterDecel = 6.0
PitchBuildupMultiplier = 1.0
TurnRate = 1.0
TurnFilter = 6.0
TurnFilterDecel = 6.0
TurnBuildupMultiplier = 1.0

BankAngle = 1.8
BankFilter = 3.5
LevelFilter = 1.5
LevelFilterLanding = 5.0 // LevelFilter for landing
RollRate = 3.15

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

EyePointOffset = "0.0 1.0 -2.0"
TrackCenter = "0.0 3.0 -7.0"
TiltValue = "5.0"

AimTension = "20.0"

MoveTensionX = "2.8"
MoveTensionY = "2.8 12.0"
MoveTensionZ = "4.25"


BlurEffect = 0.9
BlurStart = 40.0

FOVEffect3rd = 90
FOVEFFectMinCamOffset3rd = "0.0 2.0 10.0"
FOVEFFectMaxCamOffset3rd = "0.0 4.0 -18.0"

FOVEffect1st = 90

Acceleraton = 40.0
MinSpeed = 35.0
MidSpeed = 70
MaxSpeed = 95.0
BoostAcceleration = 150.0
BoostSpeed = 300.0

TrickRollSpeed = 5.0
TrickFlipSpeed = 5.0
TrickSideRollStrafeSpeed = 30
TrickFlipCameraDetach = 0.24
TrickSideRollCameraDetach = 0.48
[/code]
I have a req file for it, too; but I don't have a folder called "fpm" in my side's req folder. Should I make this folder, if it is necesary for flyers? What is it used for, anyway? First-person?
kinetosimpetus
Imperial Systems Expert
Imperial Systems Expert
Posts: 2381
Joined: Wed Mar 25, 2009 4:15 pm
Projects :: A secret project
Games I'm Playing :: Warframe STO

Re: Starship Modelling (XSI)

Post by kinetosimpetus »

What is this?
Fiodis wrote:

Code: Select all

VehicleType             = "fighter"
What if it was this?
cis_fly_greviousfighter.odf wrote:

Code: Select all

VehicleType             = "flyer"
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Starship Modelling (XSI)

Post by Fiodis »

Woah. I...I don't know. What would that do? Is that the sort of disguised animation line I was talking about, a hint to the game engine that ODFs with type "fighter" have anims whereas those with type "flyer" don't? But no.... That can't be it, since the "greviousfighter" is the CIS bomber, and that does have anims (I've noticed them now, thanks, Mav.)

So....what does that line do?
kinetosimpetus
Imperial Systems Expert
Imperial Systems Expert
Posts: 2381
Joined: Wed Mar 25, 2009 4:15 pm
Projects :: A secret project
Games I'm Playing :: Warframe STO

Re: Starship Modelling (XSI)

Post by kinetosimpetus »

hm... the tiefighter uses VehicleType = "fighter" now I wonder what the difference is, too.

the grievous fighter had it under gameobjectclass and the tie had it under protperties. I wonder if that makes a difference?

hm, only the grievous fighter uses flyer under gameobjectclass, all the other ones i looked at use fighter under properties
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Starship Modelling (XSI)

Post by Fiodis »

Look at my own ODF:

Code: Select all

[GameObjectClass]
ClassLabel          = "flyer"
GeometryName            = "ter_fly_starfighter.msh"

[Properties]
HUDModel        = "hud_arc170_shape"
FLYERSECTION            = "BODY"
VehicleType             = "fighter"
Specifically,

Code: Select all

ClassLabel          = "flyer"
under GameObjectClass and

Code: Select all

VehicleType             = "fighter"
under Properties.
kinetosimpetus
Imperial Systems Expert
Imperial Systems Expert
Posts: 2381
Joined: Wed Mar 25, 2009 4:15 pm
Projects :: A secret project
Games I'm Playing :: Warframe STO

Re: Starship Modelling (XSI)

Post by kinetosimpetus »

here's the grievous fighter that i'm looking at
[GameObjectClass]
ClassLabel = "flyer"
VehicleType = "flyer"
GeometryName = "cis_fly_greviousfighter.msh"

[Properties]
FLYERSECTION = "BODY"
HUDModel = "hud_grievousstarfighter_shape"
Label = "Greviousfighter"
...
and VehicleType does not appear anywhere at all under [Properties]

:? don't know what the problem could be then
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Starship Modelling (XSI)

Post by Fiodis »

Hm. Classlabel and VehicleType bouth ought to go under GameObjectClass, then? Strange, considering what I have is basically the Republic's ARC-170 odf with a few values changed. I didn't mess with that at all.

Here's the shipped ARC-170's ODF, the GameObjectClass and the first of the Properties section:

Code: Select all

[GameObjectClass]
ClassLabel          = "flyer"
GeometryName            = "rep_fly_arc170fighter.msh"

[Properties]
HUDModel        = "hud_arc170_shape"
FLYERSECTION            = "BODY"
VehicleType             = "fighter"
Does anyone know why the VehicleType line keeps moving around in different ODFs, and what it is used for?


EDIT - So no one has any idea how I can fix this?


EDIT 2 - What does Targetable Collision = "CollisionMesh" mean?

EDIT 3 - Well, whatever it is, it seems to have been an ODF issue, since I tried using the stock ARC-170 odf again, tweaking a few values, and this time around it worked. So thanks everyone. One last question to do with the starfighters: my new model doesn't shoot from its weapons, it shoots from its dummyroot. Do I need a msh.option with a -keep parameter?

EDIT 4 - Made one, with a list of all the nulls except dummyroot. Four hp_contrails, four hp_fires, three hp_damages. It didn't work. What is happening when the model shoots from the wrong spot, then?
Post Reply