Floating icon fix not working ?

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acryptozoo
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Floating icon fix not working ?

Post by acryptozoo »

i was trying to fix the small amount of floating icons in my map
so i followed the tut and nothing showed up an no errors :S

one of the odfs
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_rifle"
GeometryName = "all_weap_inf_rifle_a280.msh"

[Properties]
AnimationBank = "rifle"
GeometryName = "all_weap_inf_rifle_a280"
HighResGeometry = "all_1st_weap_inf_rifle"
HUDTag = "all_weap_inf_rifle_a280"
OrdnanceName = "all_weap_inf_rifle_ord"


//******************************************************
//*************** SOUND ****************
//******************************************************

FireSound = "all_weap_inf_rifle_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
ProneSound = "com_weap_inf_rifle_mvt_squat"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
all.req
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"all_droid_r2d2"
"all_fly_awing"
"all_fly_gunship_sc"
"all_fly_moncalamari_dome"
"all_fly_snowspeeder"
"all_fly_xwing_sc"
"all_fly_ywing_sc"
"all_hero_chewbacca"
"all_hero_hansolo_storm"
"all_hero_leia"
"all_hero_luke_jedi"
"all_hero_luke_pilot"
"all_hero_luke_storm"
"all_hero_luke_tat"
"all_hover_combatspeeder"
"all_hover_bos_combatspeeder"
"all_inf_engineer"
"all_inf_engineer_fleet"
"all_inf_engineer_jungle"
"all_inf_engineer_snow"
"all_inf_marine"
"all_inf_officer"
"all_inf_officer_jungle"
"all_inf_officer_snow"
"all_inf_rifleman"
"all_inf_rifleman_desert"
"all_inf_rifleman_fleet"
"all_inf_rifleman_jungle"
"all_inf_rifleman_snow"
"all_inf_rifleman_urban"
"all_inf_rocketeer"
"all_inf_rocketeer_fleet"
"all_inf_rocketeer_jungle"
"all_inf_rocketeer_snow"
"all_inf_sniper"
"all_inf_sniper_fleet"
"all_inf_sniper_jungle"
"all_inf_sniper_snow"
"all_inf_wookiee"
"com_hover_light_attack_speeder"
"all_inf_wookiee_snow"
"all_veh_remote_terminal"
"all_walk_tauntaun"
"imp_hover_speederbike"
"all_bldg_defensegridturret"
}

REQN
{
"model"
"com_inv_mesh"
}

REQN
{
"config"
"extraweapons"
}
}
extraweapons.hud
Hidden/Spoiler:
Code:

ViewPort("Transforms")
{
EventNameFilter("player%")
TransformNameMesh("player1weapon1")
{
NameMesh("gar_weap_inf_launcher", "com_inv_mesh")
NameMesh("gar_weap_inf_fusioncutter", "com_inv_mesh")
NameMesh("gar_weap_inf_pistol", "com_inv_mesh")
NameMesh("gar_weap_inf_rifle", "com_inv_mesh")
NameMesh("all_weap_inf_rifle_a295", "com_inv_mesh")
NameMesh("all_weap_inf_rifle_a280", "com_inv_mesh")
NameMesh("all_weap_inf_pistol_dh17", "com_inv_mesh")
NameMesh("all_weap_inf_dl44", "com_inv_mesh")
NameMesh("all_weap_inf_dl18", "com_inv_mesh")
// add names of first weapons here


EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}

Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")

Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")

Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
//change position, rotation and scale of first weapon here

MeshInfo("all_weap_inf_rifle_a295")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}

MeshInfo("all_weap_inf_rifle_a280")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}

MeshInfo("all_weap_inf_dl18")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}

MeshInfo("all_weap_inf_dl44")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}

MeshInfo("all_weap_inf_pistol_dh17")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)

MeshInfo("gar_weap_inf_pistol")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}

MeshInfo("gar_weap_inf_rifle")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}

MeshInfo("gar_weap_inf_launcher")
{
Position(-0.204363, 0.367216, 0.000847, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.560000, 0.560000, 0.560000)
}

MeshInfo("gar_weap_inf_fusioncutter")
{
Position(-0.240446, 0.358461, 0.001095, "Viewport")
Rotation(355.836060, 135.827820, 69.479843)
}
}
}
}

TransformNameMesh("player1weapon2")
{
NameMesh("gar_weap_inf_thermaldetonator", "com_inv_mesh")
// add names of second weapons here

EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.mesh")
}

Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")

Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")

Model3D("player1.weapon2mesh")
{
EventMesh("player1.weapon2.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)

// adjust position, rotation and scale of second weapon here

MeshInfo("gar_weap_inf_thermaldetonator")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(0.000000, 0.000000, 359.999695)
Scale(1.750000, 1.750000, 1.750000)
}
}
}
}
thanks in advance
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Firefang
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Re: Floating icon fix not working ?

Post by Firefang »

Did you remember to replace the munge_side.bat in the _Build/Side folder?
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acryptozoo
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Re: Floating icon fix not working ?

Post by acryptozoo »

Firefang wrote:Did you remember to replace the munge_side.bat in the _Build/Side folder?
yes
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Fiodis
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Re: Floating icon fix not working ?

Post by Fiodis »

What OS do you have?
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acryptozoo
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Re: Floating icon fix not working ?

Post by acryptozoo »

Fiodis wrote:What OS do you have?
win7
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Fiodis
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Re: Floating icon fix not working ?

Post by Fiodis »

Are you using the quick munge fix?
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acryptozoo
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Re: Floating icon fix not working ?

Post by acryptozoo »

Fiodis wrote:Are you using the quick munge fix?
yep
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Fiodis
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Re: Floating icon fix not working ?

Post by Fiodis »

Then the icon fix batch file won't work. You'll need a file that accomplishes both the icon fix and the quick munge error. Mav was gracious enough to write one for me a while back, but it didn't work, unfortunately.
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acryptozoo
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Re: Floating icon fix not working ?

Post by acryptozoo »

Fiodis wrote:Then the icon fix batch file won't work. You'll need a file that accomplishes both the icon fix and the quick munge error. Mav was gracious enough to write one for me a while back, but it didn't work, unfortunately.
ah soo its
not possible :cpu: oh well not that big of a problem
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Re: Floating icon fix not working ?

Post by AQT »

You can try renaming the weapon MSH's to pre-existing ones with non-floating icons. For example, all_weap_inf_dl44.msh can be all_weap_inf_pistol.msh. And if you have 1.3 patch's ingame.lvl installed, then the following:
  • all_weap_inf_rifle_a280 -> a280
  • all_weap_inf_rifle_a295 -> a295
  • all_weap_inf_pistol_dh17 -> dh17
That is if you still cannot find a solution.
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