Page 1 of 1

Changing a Normal Object into a Vehicle

Posted: Tue Jun 10, 2008 7:16 pm
by Blade
Alrighty, I downloaded FragMe! and Caleb's house pack. I got them placeable in zeroedit, and I'm wondering something. Is there a way to change a normal object into a useable vehicle.
Like... could I take one of those houses, copy the x-wing odf into it, and change all the .msh calls, and have a house that can be flown? I'm kinda bored and I think this would be an immensely funny experiment.

Re: Changing a Normal Object into a Vehicle

Posted: Tue Jun 10, 2008 7:23 pm
by computergeek
I think that would work, but when you blow up you would turn into an x-wing :D
you would also need to change some other names like the mesh name .etc
But as far as I know (which is not a lot) it should work

Re: Changing a Normal Object into a Vehicle

Posted: Tue Jun 10, 2008 7:28 pm
by Blade
Ah, thank you, and as far as turning into an x-wing, that's not my biggest concern right now, I just want to see if i can get a flying house or wall working :funny2:

Testing now

Re: Changing a Normal Object into a Vehicle

Posted: Wed Jun 11, 2008 4:30 am
by Frisbeetarian
Unless you wanted to pilot the house or wall, you could just animate them in Zeroeditor.

Re: Changing a Normal Object into a Vehicle

Posted: Wed Jun 11, 2008 11:52 am
by DarthD.U.C.K.
it wouldnt work
you have to edit the model itself
a vehicle needs hardpoinst to know where to shot from..

Re: Changing a Normal Object into a Vehicle

Posted: Wed Jun 11, 2008 12:06 pm
by Blade
Actually, while I know that's right (none of my "vehicles" have shot directly where the reticle is), I've gotten a few models to work. Now, for some reason, if I try to make one into a flyer, it crashes the map, but if I just make it a hover vehicle, it works fine. I'd post screenies, but as there really isn't anything you can see from a still image, I may have to make a video of them.

EDIT: and @ Frisbeetarian, I want to pilot them. I mean, who wants an animated health dispenser when you can drive one around and shoot people with it! :thumbs:

Re: Changing a Normal Object into a Vehicle

Posted: Wed Jun 11, 2008 12:12 pm
by DarthD.U.C.K.
interresting :)
maybe the game uses the dummyroot for all hardpoints..

Re: Changing a Normal Object into a Vehicle

Posted: Wed Jun 11, 2008 2:31 pm
by MandeRek
This is simple to explain.

The flyer all got their own unique bones, which also use unique anims, so indeed, the building doesn't use this so can't work..

You don't NEED a hp_fire.. The result will be it shoots from the middle, and gives a note in the errorlog about a hardpoint not found.. No problem at all! Ground vehicles only need a dummyroot, the vehicle will move like all others, speed, rotation etc can be changed through the odf. Also, you can make the firepoints-names dummyroot, and change the 'offset' to the coordinates you want..

This is very good possible, and can be fun as well some times! Who doesn't want to have a flying house? The bad part is, that the assets models (especially houses) may miss a botom, meaning you look through it.. But still:

HOUSE WAR!!

The turning into X-Wing thing is also noncense; this is the chunk. It uses the x-wing chunk parts, so just use some common chunk parts who doesn't look like one particular model :)

Re: Changing a Normal Object into a Vehicle

Posted: Wed Jun 11, 2008 3:33 pm
by PsYcH0_]-[aMsT3r
Lol couldnt you just change the odf into a vehicle and rename a few meshs then fly it? Since once i made a drivable wall just it didnt move lol ;)

Re: Changing a Normal Object into a Vehicle

Posted: Wed Jun 11, 2008 3:44 pm
by Blade
Yes, I've gotten a normal Prop to behave as a tank, but for the reasons MandaRek stated above, a flying vehicle (such as a Droid Tri-Fighter) uses different... bones? was it? (I don't know much about models :P ) so you can't have an object that doesn't have those bones work right as a flyer. Also, admittedly, aiming is a hassle, as you can only aim straight forward, but hey, for a two-day project, I'm pretty pleased with my Noob modding skills :angel:


Oh, and MandaRek, where could I find those chunks (as in, which would you reccomend I use?). And also, what would I need to edit in the odf to change the chunks.

Re: Changing a Normal Object into a Vehicle

Posted: Wed Jun 11, 2008 3:53 pm
by MandeRek
I suggest using com_mediumchunk1, adding it something like this:

Code: Select all

CHUNKSECTION            = "CHUNK1"
ChunkGeometryName       = "com_mediumchunk1"
ChunkNodeName           = ""
ChunkTerrainCollisions  = "1"
ChunkTerrainEffect      = "dirtspray"
ChunkPhysics            = "FULL"
ChunkOmega              = "-0.1 -0.1 0.2"
ChunkSpeed              = "1.0"
ChunkUpFactor           = "2.00"
This would also mean adding an explosion file.. Just copy paste one you want... Both chunk and explosion file line should be added to the odf

Re: Changing a Normal Object into a Vehicle

Posted: Wed Jun 11, 2008 8:03 pm
by Blade
Hm, well I decided to try and make a fighter anyway :mrgreen:, and what i did was basically delete everything from the weapons section on down. I'm not sure if it truly IS NOT possible (I know I should believe you, but I have this insane desire to prove it wrong), but the error in the log was something about not being able to find the GeometryName I gave the fighter (I didn't copy the exact error, sorry).

I made sure I had everything spelled correctly, and also made sure I had the msh for the object I was converting it into in the right msh folder.

If this is what you expected to happen (Probably is), then tell me and I'll give the starfighter idea up... :quotes: for now :quotes:

Oh, also, if anyone has an answer to this question:
I made an Ewok model into a tank. It shows up fine in game and the AI can use it. But for some reason I can't get into it. Here's the odf for it.
Hidden/Spoiler:
[code][GameObjectClass]

ClassLabel = "hover"
GeometryName = "ewk_inf_low1.msh"

[Properties]

HUDModel = "hud_IFT_shape"

FLYERSECTION = "BODY"
VehicleType = "light"
AISizeType = "MEDIUM"
//AvailableForAnyTeam = 1

MapTexture = "fightertank_icon"
HealthTexture = "HUD_rep_fightertank_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5

WaterEffect = "com_sfx_waterwake_lg"

GeometryName = "ewk_inf_low1"
ExplosionName = "rep_hover_fightertank_exp"

AnimationName = "rep_hover_fightertank"
FinAnimation = "rep_fightertank_9pose"

CollisionScale = 1.5
CollisionThreshold = 5.0

MaxHealth = 30000.0

TimeRequiredToEject = "7.5"
EjectResistance = "0.02"
TimeTilReboard = "5.0"

HealthType = "vehicle"

//FirstPerson = "REP\repftrtk;rep_1st_cockpit_fightertank"
FirstPersonFOV = "55"

SetAltitude = 0.5
GravityScale = 4.0
LiftSpring = 4.0 //Suspension tightness. High is a firm rugged ride, low is floaty and smooth
LiftDamp = 3.0 //Shock Absorber. High corrects quickly, low causes it to bounce and over correct alot.

Acceleration = 7.0
Deceleration = 5.5
Traction = 20.0
ForwardSpeed = 9.0
ReverseSpeed = 7.0
StrafeSpeed = 6.0

EnergyBar = 50
EnergyAutoRestore = 7.5
EnergyBoostDrain = 20
BoostSpeed = 20
BoostAcceleration = 100.0
BoostFOV = 60


AddSpringBody = "-1.8 1.25 1.7 2.3"
BodySpringLength = 1.0
AddSpringBody = "1.8 1.25 1.7 2.3"
BodySpringLength = 1.0

AddSpringBody = "-1.4 1.25 -2.3 2.3"
BodySpringLength = 1.0
BodyOmegaXSpringFactor = 1.2

AddSpringBody = "1.4 1.25 -2.3 2.3"
BodySpringLength = 1.0
BodyOmegaXSpringFactor = 1.2

AddSpringBody = "2.4 1.0 -0.4 1.4"

AddSpringBody = "-2.4 1.0 -0.4 1.4"

VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 3.0
OmegaXDamp = 3.0
OmegaZSpring = 5.0
OmegaZDamp = 1.5

CockpitTension = 20

SpinRate = 1.7
TurnRate = 1.7
TurnFilter = 10.0
PitchRate = 0.5
PitchFilter = 10.0

StrafeRollAngle = 0.01
ThrustPitchAngle = 0.0
BankAngle = -0.01
BankFilter = 3.0 //low is slow - How quickly the bank returns to level
LevelSpring = 2.0 //low is slow - the force the restores level
LevelDamp = 1.0 //low is slow - the force that reduces the momentum of the rotation

PCPitchRate = "15.0"
PCSpinRate = "25.0"
PCTurnRate = "30.0"


EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 2.0 -5.0" //needs to be chenged back to 0.0 1.0 -5.0 when artists move center point
TrackOffset = "0.0 0.5 6"
TiltValue = "7.0"

PitchLimits = "-8.0 25.0"
YawLimits = "0.0 0.0"


VehicleCollision = "p_vehiclesphere"

OrdnanceCollision = "p_crithit" // critical hit location
OrdnanceCollision = "p_cube"
OrdnanceCollision = "CollisionMesh"

HitLocation = "p_crithit 4.0"

SoldierCollision = "CollisionMesh"

BuildingCollision = "p_cube1"

TargetableCollision = "p_target"

WEAPONSECTION = 1
WeaponName = "rep_weap_hover_fightertank_cannon"
WeaponAmmo = 1

HierarchyLevel = 1
AimerNodeName = "lgun_x"
AimerPitchLimits = "-30.0 90.0"
AimerYawLimits = "0.0 0.0"

NextAimer = "-"

AimerNodeName = "lgun_y"
AimerPitchLimits = "0.0 0.0"
AimerYawLimits = "-30.0 15.0"

BarrelNodeName = "Turret_1"
BarrelRecoil = 0.25
FirePointName = "hp_cannon_1"

NextAimer = "-"

HierarchyLevel = 1
AimerNodeName = "rgun_x"
AimerPitchLimits = "-30.0 90.0"
AimerYawLimits = "0.0 0.0"

NextAimer = "-"

AimerNodeName = "rgun_y"
AimerPitchLimits = "0.0 0.0"
AimerYawLimits = "-15.0 30.0"

BarrelNodeName = "Turret_2"
BarrelRecoil = 0.5
FirePointName = "hp_cannon_2"

WEAPONSECTION = 2

WeaponName = "rep_weap_hover_fightertank_missile"
WeaponAmmo = 0

AimerPitchLimits = "-30 90"
AimerYawLimits = "-20.0 20.0"

AimerNodeName = "hp_missile_1"
NextAimer = "-"

AimerPitchLimits = "-30 90"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "hp_missile_2"


FLYERSECTION = "TURRET1"

VehiclePosition = "common.vehiclepositions.gunner"

PilotPosition = "hp_active"
Pilot9Pose = "minigun_9pose"
//FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"

PitchTurnFactor = "0.0"

PitchLimits = "-40.0 15.0"
YawLimits = "-180.0 180.0"
TurnRate = 1.8
TurnFilter = 10.0
PitchRate = 0.5
PitchFilter = 15.0




TurretNodeName ="turret_y"
AimerNodeName = "turret_x"
AimerPitchLimits = "-10.0 90.0"
AimerYawLimits = "0.0 0.0"

BarrelNodeName = "turret_barrel1"
BarrelRecoil = 0.25
FirePointName = "hp_gun_1"

//NextBarrel = "-"

//BarrelNodeName = "turret_barrel2"
//BarrelRecoil = 0.15
//FirePointName = "hp_gun_2"

EyePointOffset = "0.0 0.5 3.0"
TrackCenter = "0.0 1.0 -1.0"
TrackOffset = "0.0 0.0 2.0"
TiltValue = "3.0"

ForceMode = 1

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

WeaponName = "rep_weap_hover_fightertank_laser"
WeaponAmmo = 0


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "com_mediumchunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "1"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "-0.1 -0.1 0.2"
ChunkSpeed = "1.0"
ChunkUpFactor = "2.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"


CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "com_mediumchunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "1"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "-0.1 -0.1 0.2"
ChunkSpeed = "1.0"
ChunkUpFactor = "2.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "com_mediumchunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "1"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "-0.1 -0.1 0.2"
ChunkSpeed = "1.0"

///////////////////////////////////
////DAMAGE//////////////////////
/////////////////////////////

DamageStartPercent = 80.0
DamageStopPercent = 50.0
DamageEffect = "com_sfx_vehiclespark"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_4"

DamageStartPercent = 70.0
DamageStopPercent = 50.0
DamageEffect = "com_sfx_vehiclespark"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 50.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 20.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_3"

VOUnitType = 124
EngineSound = "interceptorTank_engine_parameterized"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
CisMusic = "cis_vehicle"
RepMusic = "rep_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
FoleyFXGroup = "metal_foley"[/code]

Re: Changing a Normal Object into a Vehicle

Posted: Thu Jun 12, 2008 1:52 am
by redgroupclan
Lol I look forward to seeing fllying houses. Wait! *thinks about Calebs toilet props.....opens up BF2_Modtools!!*