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
Delta-1035
Sith Master
Posts: 2651 Joined: Mon Aug 04, 2008 10:32 am
Projects :: TOR GCWII GCW1035 BF1035
xbox live or psn: Johnny_Sciroppo
Location: Pizza Land
Post
by Delta-1035 » Tue Mar 17, 2009 4:19 pm
Hi all,
This morning I decided to start creating maps. I decided to make an edited geonosis.
one of the first items that I added is a destroyed laat (created by Majin Revan i think) and in ZeroEditor looks like this:
but in-game like this:
what is wrong?
thanks in advance
Last edited by
Delta-1035 on Wed Mar 18, 2009 8:51 am, edited 1 time in total.
YaNkFaN
Field Commander
Posts: 943 Joined: Sat Dec 13, 2008 8:17 am
Post
by YaNkFaN » Tue Mar 17, 2009 8:19 pm
it looks like a possible animation problem maybe could you post the .odf i'm a little familiar with those objects and if i remember correctly they are turrets but i'm not 100% sure
AQT
Gametoast Staff
Posts: 4910 Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA
Post
by AQT » Tue Mar 17, 2009 10:20 pm
With the image provided and YaNkFaN's inference, I am going to assume that the .odf file looks something like this?
If similar, just change
"prop" to
"armedbuilding" and that should fix the problem.
Delta-1035
Sith Master
Posts: 2651 Joined: Mon Aug 04, 2008 10:32 am
Projects :: TOR GCWII GCW1035 BF1035
xbox live or psn: Johnny_Sciroppo
Location: Pizza Land
Post
by Delta-1035 » Wed Mar 18, 2009 7:29 am
that laat isn't supposed to be a turret and in my .odf I haven't written
FoleyFXGroup = "metal_foley" . Thanks for the help i'll try.
EDIT: i've remake the map with the new laat .odf:
but it still dosen't work!
swingking
Private Recruit
Posts: 22 Joined: Tue Mar 17, 2009 8:04 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: somewhere in the gum on your shoe
Contact:
Post
by swingking » Wed Mar 18, 2009 5:56 pm
This has happened to me several times where the object is upright in ZE, but ingame it's horizontal. find out what axis it rotates on from ZE to battlefront and rotate 90 degrees that way. the abnormal scattering of doors and parts will make it
look mare like a crash than a nosedive.
e.g.
if:
ZE = "_" and SWBF = "!",
rotate in ZE so that ZE = "."
|.................................. |
in which case the period is the origin
hope this helps!
Teancum
Jedi Admin
Posts: 11080 Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana
Post
by Teancum » Wed Mar 18, 2009 9:26 pm
You have to add the animations for the LAAT to the odf. Even though it's not using any animations, that's how it knows where to put everything.
AceMastermind
Gametoast Staff
Posts: 3285 Joined: Mon Aug 21, 2006 6:23 am
Contact:
Post
by AceMastermind » Wed Mar 18, 2009 9:58 pm
It looks like he's using t551's wrecked LAAT found
HERE , this model has no animations, it's just a prop with some hard points for attaching effects to, there could be a problem with the model itself, re-export it and try again.
Master_Ben
Lieutenant General
Posts: 675 Joined: Wed Nov 12, 2008 9:50 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Watching your PC over your shoulder. No, the other sholder....
Post
by Master_Ben » Fri Mar 20, 2009 8:57 pm
Export again?
The same thing happens with me.