How do I create more hard points?

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20grad

How do I create more hard points?

Post by 20grad »

well...i thought i posted this earlier today but i searched in my so unbelievable numerous posts and didnt find it neither in the forums so once again:

do you have to create the spots from which vehicles or so shoot with the model in xsi or is it possible to localize them in the .odf with the x,y,z axis? [without using any other (expensive) tool]

iam asking this because i want to make new vehiclepositions because there are many turrets modelled but you cant use them. ive heard somewhere that you cant open .msh files again and edit them but there is for example the arc-170 in some mods where you can use its reargun.

another possibility would be that there are all those hardpoints created but just not used but i dont really think so

please help, thanks
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Re: hard points whatever...?

Post by Teancum »

The hardpoints have to be built into the model unfortunately.
20grad

Re: hard points whatever...?

Post by 20grad »

well...would have been too nice i think^^
is the arc-170thing then just a trick around it or how did they do it?
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Re: hard points whatever...?

Post by Teancum »

Those hardpoints were already in the model, they just specified that they were hardpoints in the .msh.option file (by using -keep hp_whateveritis). Almost all of the models Pandemic built have all the stuff you need to make em 'movie like'. I assume they just pulled this-and-that function for a vehicle for balance and other gameplay issues.
20grad

Re: hard points whatever...?

Post by 20grad »

i see...so there is still some hope^^
well is it difficult to use "-keep hp_whateveritis"? or are there any tutorials?
or just explain it in a little more detail because i dont know what to do with the msh.option file

well thanks so far
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Re: hard points whatever...?

Post by Caleb1117 »

Msh.options, open in notepad.
Anouther way to find out the hard point names, is to use a hex editor on the .msh file.
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Examples of creating hard points in the odf

Post by AceMastermind »

20grad wrote:do you have to create the spots from which vehicles or so shoot with the model in xsi or is it possible to localize them in the .odf with the x,y,z axis?
If you look in rep_fly_anakinstarfighter_sc.odf, you will see some examples of hardpoints created through the ODF for attaching fx such as the ones below, but it may or may not work for anything else, you'll just have to experiment.
Hidden/Spoiler:
[code]ThrustEffect = "com_sfx_exhaust_jedistarfighter_blue"
ThrustAttachPoint = "dummyroot"
ThrustAttachOffset = "0.3091 -0.2137 -2.2377" //x,y,z coordinates
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "1.4"
ThrustEffectScaleStart = "0.55"

ThrustEffect = "com_sfx_exhaust_jedistarfighter_blue"
ThrustAttachPoint = "dummyroot"
ThrustAttachOffset = "-0.3091 -0.2137 -2.2377" //x,y,z coordinates
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "1.4"
ThrustEffectScaleStart = "0.55"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "0.3091 -0.2137 -2.2377" //x,y,z coordinates
ContrailEffectMinScale = "0.2"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "-0.3091 -0.2137 -2.2377" //x,y,z coordinates
ContrailEffectMinScale = "0.2"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "0.3091 -0.2137 -2.2377" //x,y,z coordinates
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.2"
ContrailEffectMaxScale = "1.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "-0.3091 -0.2137 -2.2377" //x,y,z coordinates
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.2"
ContrailEffectMaxScale = "1.8"[/code]
In the above example they are using a single hardpoint(dummyroot) to create multiple hardpoints by offsetting x,y,z coordinates.


Another example of creating hardpoints in the odf can be found in cis_weap_doublesaber.odf:
AttachedFirePoint = "bone_l_calf 1.0 0.0 0.0 0.35 0.0 0.0"

From the docs:
Hidden/Spoiler:
[code]There’s also a way to make a blade without all that nonsense, and with a whole new set of nonsense. If you just want a blade to come off a character’s bone or hardpoint without creating your own geometry, you can do the following…please note that ONLY Darth Maul uses this, because he was one of the first Jedi created. This method is very difficult, and if you can, have an artist create your invisible handle instead.

// Rather than saying GeometryName and FirePointName, you can simply
// use the following (“simply”, that is): AttachedFirePoint
// The first parameter is the bone name.
// The next 3 are the X, Y, and Z components of the direction
// that the blade extends, in bone-local space.
// The last 3 are the X, Y, and Z offsets from the bone’s
// position, again in bone-local space.
// If you didn’t understand any of that, then this is
// NOT something you want to use.

// Taken from Darth Maul. Create an edge extending from
// bone_l_calf down the X-axis of the bone, offset by
// 0.35 meters (the X-length of the bone, in this case).
AttachedFirePoint = "bone_l_calf 1.0 0.0 0.0 0.35 0.0 0.0"[/code]
This was for a classlabel = "melee" type ODF, but i'm almost willing to bet that these codes will overlap into other classlabels just as many other codes do, you should experiment with this and the ones in the example I posted earlier and try to tweak them here or there and see what works and what doesn't.
Just because Pandemic only used this code in this way doesn't mean it can't be used in other ways for other things.
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Re: hard points whatever...?

Post by trainmaster611 »

Well their creating artificial hardpoints by defining an already exsisting hardpoint in the model and then giving a translation of coordinates for the effect to be based from.
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Re: hard points whatever...?

Post by Teancum »

But that only works with engine FX
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