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Bones before Skeleton error?

Posted: Mon Nov 02, 2009 6:47 pm
by destos
so, i downloaded the AT-XT that was posted on the asset links thread from Pshycofreds random vehicles (or something like that)

i start getting all extra files I feel are needed, and shazaam I'm ready to finally munge the side and see this beast ingame, but it ctd, and when i looked at the bf2log, all it said this

Code: Select all

Message Severity: 3
.\Source\EntityWalker.cpp(4241)
Walker 'rep_walk_atxt' has FootBoneRight tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4255)
Walker 'rep_walk_atxt' has LegBoneRight tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4269)
Walker 'rep_walk_atxt' has LegBoneTopLeft tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4282)
Walker 'rep_walk_atxt' has LegBoneTopRight tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4207)
Walker 'rep_walk_atxt' has FootBoneLeft tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4216)
Walker 'rep_walk_atxt' has FootBoneRight tag before AnimationName or SkeletonName!
but i have no idea how to fix it, I'm assuming it has to do with the order of things in the odf, but I'm in the dark as to what is the acctuall culprit that i must change

ODF:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "walker"
GeometryName = "rep_walk_atxt.msh"

[Properties]

WALKERSECTION = "BODY"
VehicleType = "medium"
Label = "AT-XT"

GeometryName = "rep_walk_atxt"
AnimationName = "imp_walk_atst"
ExplosionName = "rep_walk_atxt_exp"
DeathAnimationExplosion = "med_explosion"
FinalExplosion = "rep_walk_atxt_finalexp"
//FirstPerson = "REP\repatxtp;rep_1st_cockpit_ATXT"

FirstPersonFOV = "52"
CockpitTension = 25
MapTexture = "atst_icon"
StatusTexture = "HUD_imp_atst_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = "1.6"

MaxHealth = "7500.0"
//HitLocation = "p_crit_hit 1"

DamageStartPercent = 75.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "bone_l_calf"

DamageStartPercent = 75.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "bone_r_calf"

DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "bone_l_foot"

DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "bone_r_foot"

DamageStartPercent = 50.0
DamageStopPercent = 20.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 19.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 19.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_3"

MaxTerrainAngle = "30.0"

Acceleraton = "2.4"
MaxSpeed = "5.0"
MaxStrafeSpeed = "3.5"
MaxTurnSpeed = "0.6"

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0


StoppedTurnSpeed = "0.2"
ForwardTurnSpeed = "0.03"
TurnThreshold = "0.45"

EyePointOffset = "0.0 8.0 0.0"
TrackCenter = "0.0 10.0 -3.0"
TrackOffset = "0.0 0.0 5.0"
TiltValue = "6.0"

YawLimits = "-27 27"
PitchLimits = "-20 30"
YawTurnFactor = "1.0"
PitchTurnFactor = "1.0"
PCPitchTurnFactor = 20.0
PCYawTurnFactor = 20.0

NoCombatInterrupt = 1

WEAPONSECTION = "1"
WeaponName = "imp_weap_walk_atst_cannon_chin"
WeaponAmmo = "0"

HierarchyLevel = "1"

AimerNodeName = "bone_root"
AimerYawLimits = "-27 27"
AimerPitchLimits = "-20 30"

NextAimer = "-"

AimerNodeName = "aimer_2"
AimerYawLimits = "-27 27"
AimerPitchLimits = "-20 30"

//BarrelNodeName = "barrel_lgun"
FirePointName = "hp_cannon_1"
//BarrelRecoil = "0.3"
NextBarrel = "-"
//BarrelNodeName = "barrel_rgun"
FirePointName = "hp_cannon_2"
//BarrelRecoil = "0.3"

WEAPONSECTION = "2"
WeaponName = "imp_weap_walk_atst_cannon_chin"
WeaponAmmo = "0"

HierarchyLevel = "1"

AimerNodeName = "aimer_3"
AimerYawLimits = "-15 15"
AimerPitchLimits = "-20 30"

NextAimer = "-"

AimerNodeName = "aimer_3"
AimerYawLimits = "-15 15"
AimerPitchLimits = "-20 30"

//BarrelNodeName = "barrel_lgun"
FirePointName = "hp_cannon_3"
//BarrelRecoil = "0.3"
NextBarrel = "-"
//BarrelNodeName = "barrel_rgun"
FirePointName = "hp_cannon_4"
//BarrelRecoil = "0.3"






WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"

//*******************************************************from IFT
//HierarchyLevel = 1
//AimerNodeName = "lgun_x" // Pivot point attached to head between head and gun housing
//AimerPitchLimits = "-30.0 90.0"
//AimerYawLimits = "0.0 0.0"

//NextAimer = "-"

//AimerNodeName = "lgun_y" // Pivot point attached to gun housing between head and gun housing
//AimerPitchLimits = "0.0 0.0"
//AimerYawLimits = "-30.0 15.0"

//BarrelNodeName = "Turret_1" // The barrel
//BarrelRecoil = 0.25
//FirePointName = "hp_cannon_1" // Firepoint at tip of barrel

//NextAimer = "-" // Gun on other side of head

//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" // The barrel itself
//BarrelRecoil = 0.5
//FirePointName = "hp_cannon_2"
//**********************************************************



//WALKERSECTION = "TURRET1"

//FirstPerson = "REP\IMPATSTG;imp_1st_cockpit_ATSTgnr"
//MountPos = "0.0 8.0 0.0"

//YawLimits = "-15 15"
//PitchLimits = "-20 35"
//PCPitchTurnFactor = "20.0"
//PCYawTurnFactor = "20.0"
//EyePointOffset = "0.0 0.0 0.0"
//TrackOffset = "0.0 1.0 5.0"
//TiltValue = "15.0"
//PitchRate = 0.8
//PitchFilter = 2.75
//TurnRate = 1.3
//TurnFilter = 2.75


//TurretYawSound = "turretwhir"
//TurretYawSoundPitch = ""
//TurretPitchSound = "turretwhir2"
//TurretPitchoundPitch = ""
//TurretAmbientSound = "com_weap_gunturret_ambience"
//TurretActivateSound = "atststart"
//TurretDeactivateSound = "atststop"
//CockpitChatterStream = "imp_off_atst_radiochatter"



TEMP_AnimationSpeed = "1.0"
TEMP_Type = "0"

TerrainCollision = "p_l_foot"
TerrainCollision = "p_r_foot"

BuildingCollision = "p_sphere_lfoot"
BuildingCollision = "p_sphere_rfoot"
BuildingCollisionPrim = "BldgCylinder aacylinder NULL 0.0 4.7 0.0 3.0 7.6 0.0"

SoldierCollision = "p_sphere_lfoot"
SoldierCollision = "p_sphere_rfoot"
//SoldierCollision = "p_head"
SoldierCollision = "p_r_ankle"
SoldierCollision = "p_r_leg"
SoldierCollision = "p_r_thigh"
SoldierCollision = "p_l_ankle"
SoldierCollision = "p_l_leg"
SoldierCollision = "p_l_thigh"

StompEffect = "walkerstomp"
StompDecal = "decal_atst_footprint"


//LeftFootstepSound = "com_weap_layered_atst_stompl"
//RightFootstepSound = "com_weap_layered_atst_stompr"
//HydraulicSound = "atst_leg_up"
//HydraulicSoundHeight = "0.2"
//HydraulicLowerSound = ""
//HydraulicLowerHeight = "0.5"
//HurtSound = "atstimpact"
//DeathSound = "com_weap_full_exp"
//Music = "imp_vehicle"
//AllMusic = "all_vehicle"
//ImpMusic = "imp_vehicle"
RepMusic = ""
CISMusic = ""
//MusicSpeed = "0.0"
//MusicDelay = "8.0"
//EngineSound = "atst_engine_parameterized"
//TurnOnSound = "atststart"
//TurnOnTime = "1.0"
//TurningOffSound = "atststop"
TurnOffSound = ""
//TurnOffTime = "1.0"
FoleyFXGroup = "metal_foley"
LegPairCount = "1"

WalkerLegPair = "LEGS"

LegBoneLeft = "bone_l_thigh"
LegBoneRight = "bone_r_thigh"

LegBoneTopLeft = "bone_l_thigh"
LegBoneTopRight = "bone_r_thigh"

TerrainLeft = "p_l_foot"
TerrainRight = "p_r_foot"

FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"

AISizeType = "MEDIUM"

//HitLocation = "p_head 1.5"

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "imp_walk_atst_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.65
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "6.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "imp_walk_atst_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "explosion"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 1.0"
ChunkBounciness = 0.35
ChunkStickiness = 0.45
ChunkSpeed = "9.0"
ChunkUpFactor = "5.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "imp_walk_atst_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkBounciness = 0.25
ChunkStickiness = 0.25
ChunkSpeed = "6.0"

ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke2"

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "imp_walk_atst_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 1.0 1.5"
ChunkBounciness = 0.55
ChunkStickiness = 0.25
ChunkSpeed = "5.0"

ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke1"

PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75
any and all help would be much appreciated =D

Re: Bones before Skeleton error?

Posted: Mon Nov 02, 2009 7:24 pm
by FragMe!
Try this, from the imp side munged folder copy the imp_walk_atst.anim rename to rep_walk_atxt.anim and place in the same side munged folder you have the rep_walk_atxt.zaabin and rep_walk_atxt.zafbin files. In the odf change the
AnimationName = "imp_walk_atst" to "rep_walk_atxt"
see if that works.

Re: Bones before Skeleton error?

Posted: Mon Nov 02, 2009 7:34 pm
by Teancum
Just load the ATST into memory and it'll fix the problem.

Re: Bones before Skeleton error?

Posted: Mon Nov 02, 2009 7:45 pm
by destos
sadly i realized what i did wrong, but thank you guys soooo much

i realized i forgot to add the animations from the atst :oops: but atleast the issue is fixed, and now i no longer have errors for the atxt model =D, but they did not spawn, but thats because i setup the spawn incorrectly, which im fixing as soon as i finish typing

ty guys

Re: Bones before Skeleton error?

Posted: Mon Nov 02, 2009 8:10 pm
by FragMe!
Teancum wrote:Just load the ATST into memory and it'll fix the problem.
Or that if you want to take the easy way out :wink: