Help with "cape" texture?
Posted: Mon Dec 18, 2017 1:13 am
by EasyOvenOperator
I've been trying for at least two weeks (obviously not continuously) to get the texture of a cape to show in-game. The file .msh and texture is from Kingpin's Sithstalker file found here: viewtopic.php?f=64&t=30607&start=20#p509242
I've tried making it "alpha channel", tried using the "transparent = "0" (or 1) code but I just can't figure it out.
The "cape" shows up, but it doesn't have the Sithstalker "cape" texture.
Any ideas what I'm not doing correctly?
Sithstalker's .odf
Cape .odf
I've tried making it "alpha channel", tried using the "transparent = "0" (or 1) code but I just can't figure it out.
The "cape" shows up, but it doesn't have the Sithstalker "cape" texture.
Any ideas what I'm not doing correctly?
Sithstalker's .odf
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "sith_inf_stalker.msh"
[Properties]
AISizeType = "HOVER"
AnimationName = "sithstalker"
GeometryName = "sith_inf_stalker"
GeometryLowRes = "sith_inf_stalker"
ClothODF = "rep_inf_jedi_male_open_robe"
//OverrideTexture = "jed_inf_master_robd"
//OverrideTexture2 = "jed_inf_master_robe"
MaxHealth = 2500.0
MaxSpeed = 10.0
MaxStrafeSpeed = 8.5
MaxTurnSpeed = 12.0
JumpHeight = 6.0
JumpForwardSpeedFactor = 2.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 2.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 2.7 // in forward arc, boost speed by this factor when rolling
Acceleration = 100.0 // accelerate to full run in about 7/70 = 0.1 seconds
EnergyDrainSprint = 5.0 // energy spent per second of sprinting
EnergyBar = "200"
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 = "20.0" // 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 = 20.0
CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions
WEAPONSECTION = 1
WeaponName = "imp_weap_lightsaber_sithstalker"
WeaponAmmo = 0
WEAPONSECTION = 2
WeaponName = "com_weap_inf_marek_force_push"
WeaponAmmo = 0
WeaponChannel = 1
WEAPONSECTION = 3
WeaponName = "com_weap_inf_marek_force_lightning"
WeaponAmmo = 0
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "com_weap_inf_sabre_throw"
WeaponAmmo = 0
WeaponChannel = 1
CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.2 0.0"
TrackCenter = "0.0 1.4 0.0
TrackOffset = "0.0 0.0 6.0"
TiltValue = "3.0"
CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "5.0"
CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"
//SOUND
VOUnitType = 191
SoldierMusic = "imp_hero_Vader_lp"
//HurtSound = "imp_inf_com_chatter_wound"
//DeathSound = "imp_inf_com_chatter_death"
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = "imp_inf_vo_darth_breath"
LowHealthThreshold = "1.0"
AmbientSound = "imp_inf_vo_darth_breath"
FoleyFXClass = "imp_inf_soldier"
SndHeroSelectable = "imp_inf_vo_darth_breath"
SndHeroSpawned = ""
SndHeroDefeated = "imp_inf_vo_darth_breath"
SndHeroKiller = ""
VOSound = "imp_off_response_hero_command SC_Follow"
VOSound = "imp_off_response_hero_command SC_StopFollow"
VOSound = "imp_off_response_hero_command SC_VehicleWaitUp"
VOSound = "imp_off_response_hero_command SC_GetIn"
VOSound = "imp_off_response_hero_command SC_GetOut"
VOSound = "hero_vader_AcquiredTarget AcquiredTarget"
VOSound = "hero_vader_KillingSpree4 KillingSpree4"
ClassParent = "com_jedi_default"
GeometryName = "sith_inf_stalker.msh"
[Properties]
AISizeType = "HOVER"
AnimationName = "sithstalker"
GeometryName = "sith_inf_stalker"
GeometryLowRes = "sith_inf_stalker"
ClothODF = "rep_inf_jedi_male_open_robe"
//OverrideTexture = "jed_inf_master_robd"
//OverrideTexture2 = "jed_inf_master_robe"
MaxHealth = 2500.0
MaxSpeed = 10.0
MaxStrafeSpeed = 8.5
MaxTurnSpeed = 12.0
JumpHeight = 6.0
JumpForwardSpeedFactor = 2.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 2.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 2.7 // in forward arc, boost speed by this factor when rolling
Acceleration = 100.0 // accelerate to full run in about 7/70 = 0.1 seconds
EnergyDrainSprint = 5.0 // energy spent per second of sprinting
EnergyBar = "200"
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 = "20.0" // 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 = 20.0
CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions
WEAPONSECTION = 1
WeaponName = "imp_weap_lightsaber_sithstalker"
WeaponAmmo = 0
WEAPONSECTION = 2
WeaponName = "com_weap_inf_marek_force_push"
WeaponAmmo = 0
WeaponChannel = 1
WEAPONSECTION = 3
WeaponName = "com_weap_inf_marek_force_lightning"
WeaponAmmo = 0
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "com_weap_inf_sabre_throw"
WeaponAmmo = 0
WeaponChannel = 1
CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.2 0.0"
TrackCenter = "0.0 1.4 0.0
TrackOffset = "0.0 0.0 6.0"
TiltValue = "3.0"
CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "5.0"
CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"
//SOUND
VOUnitType = 191
SoldierMusic = "imp_hero_Vader_lp"
//HurtSound = "imp_inf_com_chatter_wound"
//DeathSound = "imp_inf_com_chatter_death"
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = "imp_inf_vo_darth_breath"
LowHealthThreshold = "1.0"
AmbientSound = "imp_inf_vo_darth_breath"
FoleyFXClass = "imp_inf_soldier"
SndHeroSelectable = "imp_inf_vo_darth_breath"
SndHeroSpawned = ""
SndHeroDefeated = "imp_inf_vo_darth_breath"
SndHeroKiller = ""
VOSound = "imp_off_response_hero_command SC_Follow"
VOSound = "imp_off_response_hero_command SC_StopFollow"
VOSound = "imp_off_response_hero_command SC_VehicleWaitUp"
VOSound = "imp_off_response_hero_command SC_GetIn"
VOSound = "imp_off_response_hero_command SC_GetOut"
VOSound = "hero_vader_AcquiredTarget AcquiredTarget"
VOSound = "hero_vader_KillingSpree4 KillingSpree4"
Cape .odf
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "cloth"
[Properties]
attachedmesh = "sith_inf_stalker"
// ---list of optional cloth parameters---
// Angle of the wind, phi and theta
WindDirection = "100 -120"
// Wind speed, in m/s
WindSpeed = 0.3
// Dampening coefficient – in some unit or other :^) Default is 0.5
Dampening = 0.5
// Drag coefficient, also in some unit – default is -2.0
Drag = -2.25
// Mass of each cloth “particle” (in Kg?) – default is 1.0
ParticleMass = 1.25
// Maximum world acceleration, in m/s/s – default is 20
MaxAcceleration = 20
// Priority – cloth with lower priority is skipped,
// if not enough time is left this frame – used for the Emperor
// Default is 0
Priority = 1
// Does this cloth have an alpha channel? 1 or 0, Default is 0
Transparent = 0
// BF2 has 3 different types of constraints it satisfies each frame
// when computing the cloth:
// “Bend” constraints keep the cloth’s shape.
// “Stretch” constraints keep the cloth’s size.
// “Cross” constraints keep individual pieces of cloth from shearing.
// You can turn these on or off individually by specifying a
// zero for the constraint.
// For example, if you turn off “stretch” constraints the cloth
// can grow longer or shorter…
CrossConstraint = 1
BendConstraint = 1
StretchConstraint = 1
ClassLabel = "cloth"
[Properties]
attachedmesh = "sith_inf_stalker"
// ---list of optional cloth parameters---
// Angle of the wind, phi and theta
WindDirection = "100 -120"
// Wind speed, in m/s
WindSpeed = 0.3
// Dampening coefficient – in some unit or other :^) Default is 0.5
Dampening = 0.5
// Drag coefficient, also in some unit – default is -2.0
Drag = -2.25
// Mass of each cloth “particle” (in Kg?) – default is 1.0
ParticleMass = 1.25
// Maximum world acceleration, in m/s/s – default is 20
MaxAcceleration = 20
// Priority – cloth with lower priority is skipped,
// if not enough time is left this frame – used for the Emperor
// Default is 0
Priority = 1
// Does this cloth have an alpha channel? 1 or 0, Default is 0
Transparent = 0
// BF2 has 3 different types of constraints it satisfies each frame
// when computing the cloth:
// “Bend” constraints keep the cloth’s shape.
// “Stretch” constraints keep the cloth’s size.
// “Cross” constraints keep individual pieces of cloth from shearing.
// You can turn these on or off individually by specifying a
// zero for the constraint.
// For example, if you turn off “stretch” constraints the cloth
// can grow longer or shorter…
CrossConstraint = 1
BendConstraint = 1
StretchConstraint = 1