Kit Fisto/Asajj Ventress animation [Solved]

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Indytotof
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Kit Fisto/Asajj Ventress animation [Solved]

Post by Indytotof »

Hello modders and mappers, here is Indytotof !

I want to use Kit Fisto/Asajj Ventress DLC animations to my future Asajj Ventress and Kit Fisto units but I don't know how do that...

Did anyone have an idea how to do that ?

Last question: Did I can used Asajj's starblades (I've the .msh and .tga files who comes with the Conversion Pack assets) simply by editing a Force Power ?
Last edited by Indytotof on Sun Oct 05, 2014 10:24 am, edited 3 times in total.
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Re: Kit Fisto/Asajj Ventress animation

Post by commanderawesome »

They weren't released. And probably never will be. Sorry. Though one thing you can try is making child classes of those units.
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Re: Kit Fisto/Asajj Ventress animation [Solved]

Post by Indytotof »

Errr... what that ?
Last edited by Indytotof on Mon Sep 29, 2014 3:37 pm, edited 1 time in total.
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Re: Kit Fisto/Asajj Ventress animation

Post by Anakin »

Make the unreleased odf file, loaded by the lvl file, to be the default odf of your new odf. Overwrite all you want to change, but do nothing with the animation name.
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Re: Kit Fisto/Asajj Ventress animation

Post by commanderawesome »

Basically, add this line to your unit's odf at the very top beneath ClassLabel = "soldier":

ClassParent = "cis_hero_ventress"

Then remove any reference to animations in the odf. Essentially, what this command does is tell the game to use that class as a base. Be sure to load ventress and fisto in your mission script.
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Re: Kit Fisto/Asajj Ventress animation

Post by Kingpin »

Or, you could do what I did, and load the animations and weapons through a character's ODF after loading the original lvl.
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Re: Kit Fisto/Asajj Ventress animation [Solved]

Post by Indytotof »

commanderawesome wrote:Basically, add this line to your unit's odf at the very top beneath ClassLabel = "soldier":

ClassParent = "cis_hero_ventress"

Then remove any reference to animations in the odf. Essentially, what this command does is tell the game to use that class as a base. Be sure to load ventress and fisto in your mission script.
Done it but there this error:

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Entity.cpp(218)
Entity base class "rep_hero_fisto" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Entity.cpp(218)
Entity base class "cis_hero_ventress" not found
There is an exemple of the .lua file of my Hero Assault Coruscant (Barriss Offee is the child unit of the DLC Ventress):
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")
ReadDataFile("..\\..\\addon\\TES\\data\\_LVL_PC\\core.lvl")

-- Empire Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

function ScriptPostLoad()

SetProperty("cp1", "Team", "1")
SetProperty("cp2", "Team", "2")
SetProperty("cp3", "Team", "1")
SetProperty("cp4", "Team", "2")
SetProperty("cp5", "Team", "1")
SetProperty("cp6", "Team", "2")
SetProperty("cp1", "CaptureRegion", "nil")
SetProperty("cp2", "CaptureRegion", "nil")
SetProperty("cp3", "CaptureRegion", "nil")
SetProperty("cp4", "CaptureRegion", "nil")
SetProperty("cp5", "CaptureRegion", "nil")
SetProperty("cp6", "CaptureRegion", "nil")
SetProperty("cp1", "HUDIndexDisplay", "")
SetProperty("cp2", "HUDIndexDisplay", "")
SetProperty("cp3", "HUDIndexDisplay", "")
SetProperty("cp4", "HUDIndexDisplay", "")
SetProperty("cp5", "HUDIndexDisplay", "")
SetProperty("cp6", "HUDIndexDisplay", "")
SetClassProperty("com_bldg_major_controlzone", "SwitchClassRadius", 5.0)
SetClassProperty("com_inv_col_8", "SoldierCollision", "none")
SetClassProperty("com_inv_col_16", "SoldierCollision", "none")
SetClassProperty("com_inv_col_32", "SoldierCollision", "none")
SetClassProperty("com_inv_col_64", "SoldierCollision", "none")

EnableSPHeroRules()

SetClassProperty("rep_inf_assassin", "PointsToUnlock", "0")
SetClassProperty("imp_inf_royalguard", "PointsToUnlock", "0")
SetClassProperty("imp_inf_royalguard", "AddHealth", "20")
SetClassProperty("rep_inf_assassin", "AddHealth", "20")

-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)

-- AddDeathRegion("Death")
AddDeathRegion("Death1")
AddDeathRegion("Death2")
-- AddDeathRegion("Death3")
-- AddDeathRegion("Death4")

SetProperty ("LibCase1","MaxHealth",1000)
SetProperty ("LibCase2","MaxHealth",1000)
SetProperty ("LibCase3","MaxHealth",1000)
SetProperty ("LibCase4","MaxHealth",1000)
SetProperty ("LibCase5","MaxHealth",1000)
SetProperty ("LibCase6","MaxHealth",1000)
SetProperty ("LibCase7","MaxHealth",1000)
SetProperty ("LibCase8","MaxHealth",1000)
SetProperty ("LibCase9","MaxHealth",1000)
SetProperty ("LibCase10","MaxHealth",1000)
SetProperty ("LibCase11","MaxHealth",1000)
SetProperty ("LibCase12","MaxHealth",1000)
SetProperty ("LibCase13","MaxHealth",1000)
SetProperty ("LibCase14","MaxHealth",1000)

SetProperty ("LibCase1","CurHealth",1000)
SetProperty ("LibCase2","CurHealth",1000)
SetProperty ("LibCase3","CurHealth",1000)
SetProperty ("LibCase4","CurHealth",1000)
SetProperty ("LibCase5","CurHealth",1000)
SetProperty ("LibCase6","CurHealth",1000)
SetProperty ("LibCase7","CurHealth",1000)
SetProperty ("LibCase8","CurHealth",1000)
SetProperty ("LibCase9","CurHealth",1000)
SetProperty ("LibCase10","CurHealth",1000)
SetProperty ("LibCase11","CurHealth",1000)
SetProperty ("LibCase12","CurHealth",1000)
SetProperty ("LibCase13","CurHealth",1000)
SetProperty ("LibCase14","CurHealth",1000)

EnableSPHeroRules()
DisableBarriers("SideDoor1")
DisableBarriers("MainLibraryDoors")
DisableBarriers("SideDoor2")
DisableBarriers("SIdeDoor3")
DisableBarriers("ComputerRoomDoor1")
DisableBarriers("StarChamberDoor1")
DisableBarriers("StarChamberDoor2")
DisableBarriers("WarRoomDoor1")
DisableBarriers("WarRoomDoor2")
DisableBarriers("WarRoomDoor3")
PlayAnimation("DoorOpen01")
PlayAnimation("DoorOpen02")

-- KillObject("CP1")
-- KillObject("CP2")
-- KillObject("CP3")
-- KillObject("CP4")
-- KillObject("CP5")
-- KillObject("CP6")

end

function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4030000)

SetMemoryPoolSize ("ClothData",30)
SetMemoryPoolSize ("Combo",40) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",600) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",800) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",800) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",500) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",5000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
SetMemoryPoolSize("SoldierAnimation", 888)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 2113)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 2388)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1541)
SetMemoryPoolSize("EntitySoundStream", 12)

ReadDataFile("ingame.lvl")

SetMapNorthAngle(180, 1)
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight (40)
AISnipeSuitabilityDist(30)

ReadDataFile("sound\\tat.lvl;tat2gcw")


ReadDataFile("SIDE\\tcw.lvl","imp_inf_royalguard",
"rep_inf_assassin",
"rep_hero_kitfisto",
"cis_hero_CadBane",
"cis_hero_darthsidious",
"rep_hero_macewindu",
"cis_hero_barriss",
"rep_hero_koon",
"cis_hero_vizsla",
"rep_hero_aalya")

ReadDataFile("SIDE\\gcw.lvl","all_hero_ackbar",
"imp_hero_ig88",
"all_hero_marek",
"all_hero_juno",
"all_hero_lando",
"imp_hero_sith_stalker",
"imp_hero_mara_jade",
"imp_hero_bossk",
"imp_hero_dengar")

ReadDataFile("SIDE\\all.lvl","all_hero_luke_jedi")

ReadDataFile("SIDE\\kit.lvl","rep_hero_fisto")

ReadDataFile("SIDE\\asj.lvl","cis_hero_ventress")

SetupTeams{
hero = {
team = ALL,
units = 12,
reinforcements = -1,
soldier = { "all_hero_marek",1,2},
assault = { "all_hero_lando", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_kitfisto", 1,2},
officer = { "rep_hero_koon", 1,2},
special = { "rep_hero_macewindu", 1,2},
},
}

AddUnitClass(ALL,"all_hero_juno", 1,2)
AddUnitClass(ALL,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"all_hero_ackbar",1,2)

SetupTeams{
villain = {
team = IMP,
units = 12,
reinforcements = -1,
soldier = { "imp_hero_sith_stalker", 1,2},
assault = { "cis_hero_barriss",1,2},
engineer= { "imp_hero_dengar", 1,2},
sniper = { "imp_hero_bossk", 1,2},
officer = { "cis_hero_darthsidious", 1,2},
special = { "imp_hero_mara_jade", 1,2},

},
}
AddUnitClass(IMP, "cis_hero_CadBane",1,2)
AddUnitClass(IMP, "cis_hero_vizsla",1,2)
AddUnitClass(IMP, "imp_hero_ig88",1,2)


-- SetTeamAsEnemy(DEF, 3)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

local weaponCnt = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)

AddDeathRegion("DeathRegion1")
SetSpawnDelay(10.0, 0.25)
-- ReadDataFile("dc:cor\\cor1.lvl","cor1_eli")
ReadDataFile("cor\\cor1.lvl","cor1_Conquest")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(25)
--SetMaxPlayerFlyHeight (25)

-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")

SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")

SetAttackingTeam(ATT)

AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);
end[/code]
What did I do wrong ?
Last edited by Indytotof on Mon Sep 29, 2014 3:35 pm, edited 1 time in total.
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Re: Kit Fisto/Asajj Ventress animation

Post by Anakin »

Read the kit.lvl and asj.lvl before the tcw and gcw lvl files. At the time you load your custom lvl files the parent class isn't known. If you put the ReadDataFile("kit.lvl/asj.lvl") lines before the ReadDataFile("tcw.lvl/gcw.lvl") lines it shouls work
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Re: Kit Fisto/Asajj Ventress animation [Solved]

Post by Indytotof »

Problem solved.

Did I can simply used this to add the starblades to a future Asajj Ventress unit ?
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Re: Kit Fisto/Asajj Ventress animation [Solved]

Post by Anakin »

Give it a try i see no reason why this shouldn't work.

But please notice that there may is a reason why the modder don't wanted to release his source ;)
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Re: Kit Fisto/Asajj Ventress animation [Solved]

Post by Teancum »

Anakin wrote:. . .there may is a reason why the modder don't wanted to release his source ;)
Actually, when I got the files from Pandemic they were already munged, and we were asked not to release the source files in any form (so as to not compete with the Xbox DLC). I'm sure at this point nobody cares, but then again I doubt anyone has the original files.
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Re: Kit Fisto/Asajj Ventress animation [Solved]

Post by Kingpin »

Teancum wrote:
Anakin wrote:. . .there may is a reason why the modder don't wanted to release his source ;)
Actually, when I got the files from Pandemic they were already munged, and we were asked not to release the source files in any form (so as to not compete with the Xbox DLC). I'm sure at this point nobody cares, but then again I doubt anyone has the original files.
Does that mean we can release mods using those animations on other characters? If so, that'd be awesome!
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Re: Kit Fisto/Asajj Ventress animation [Solved]

Post by Teancum »

Yeah. I doubt anyone cares at this point what we do with the files.
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Re: Kit Fisto/Asajj Ventress animation [Solved]

Post by Marth8880 »

Teancum wrote:Yeah. I doubt anyone cares at this point what we do with the files.
He said, before he was quickly arrested for conspiracy, treason, and copyright infringement. :funny2:
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Re: Kit Fisto/Asajj Ventress animation [Solved]

Post by Anakin »

I thougth these files where made by an gt member :/
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Kit.lvl / Asj.lvl question

Post by Indytotof »

It worked.

But I remember that it's impossible to load asj.lvl and kit.lvl on the same level.

Is there a way that let me load these two .lvl files on the same level ? Because I really want to.

Thanks
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Re: Kit Fisto/Asajj Ventress animation [Solved]

Post by commanderawesome »

It's a memory issue. The game simply cannot handle both animation sets. So if you want kit fisto, you're gunna have to change his animations, one thing you can try is adding this line after he loads in the mission lua:
SetClassProperty("rep_hero_fisto", "AnimationName", "mace")
Indytotof
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Re: Kit Fisto/Asajj Ventress animation question

Post by Indytotof »

Not working.

Here is the exemple of error I had on my BF2 Log related to that:

Code: Select all

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[ba944832]::Animation[stand_attack1b]::BlendTimeTo: unknown anim 'stand_attack1c_upper' [c877aedf]
I've a plenty of this one in different versions

And here is the lua:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("setup_teams")
ReadDataFile("..\\..\\addon\\TES\\data\\_LVL_PC\\core.lvl")

-- Empire Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

function ScriptPostLoad()

SetProperty("cp1", "Team", "1")
SetProperty("cp2", "Team", "2")
SetProperty("cp3", "Team", "1")
SetProperty("cp4", "Team", "2")
SetProperty("cp5", "Team", "1")
SetProperty("cp6", "Team", "2")
SetProperty("cp1", "CaptureRegion", "nil")
SetProperty("cp2", "CaptureRegion", "nil")
SetProperty("cp3", "CaptureRegion", "nil")
SetProperty("cp4", "CaptureRegion", "nil")
SetProperty("cp5", "CaptureRegion", "nil")
SetProperty("cp6", "CaptureRegion", "nil")
SetProperty("cp1", "HUDIndexDisplay", "")
SetProperty("cp2", "HUDIndexDisplay", "")
SetProperty("cp3", "HUDIndexDisplay", "")
SetProperty("cp4", "HUDIndexDisplay", "")
SetProperty("cp5", "HUDIndexDisplay", "")
SetProperty("cp6", "HUDIndexDisplay", "")
SetClassProperty("com_bldg_major_controlzone", "SwitchClassRadius", 5.0)
SetClassProperty("com_inv_col_8", "SoldierCollision", "none")
SetClassProperty("com_inv_col_16", "SoldierCollision", "none")
SetClassProperty("com_inv_col_32", "SoldierCollision", "none")
SetClassProperty("com_inv_col_64", "SoldierCollision", "none")

EnableSPHeroRules()

SetClassProperty("rep_inf_assassin", "PointsToUnlock", "0")
SetClassProperty("imp_inf_royalguard", "PointsToUnlock", "0")
SetClassProperty("imp_inf_royalguard", "AddHealth", "20")
SetClassProperty("rep_inf_assassin", "AddHealth", "20")

-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)

-- AddDeathRegion("Death")
AddDeathRegion("Death1")
AddDeathRegion("Death2")
-- AddDeathRegion("Death3")
-- AddDeathRegion("Death4")

SetProperty ("LibCase1","MaxHealth",1000)
SetProperty ("LibCase2","MaxHealth",1000)
SetProperty ("LibCase3","MaxHealth",1000)
SetProperty ("LibCase4","MaxHealth",1000)
SetProperty ("LibCase5","MaxHealth",1000)
SetProperty ("LibCase6","MaxHealth",1000)
SetProperty ("LibCase7","MaxHealth",1000)
SetProperty ("LibCase8","MaxHealth",1000)
SetProperty ("LibCase9","MaxHealth",1000)
SetProperty ("LibCase10","MaxHealth",1000)
SetProperty ("LibCase11","MaxHealth",1000)
SetProperty ("LibCase12","MaxHealth",1000)
SetProperty ("LibCase13","MaxHealth",1000)
SetProperty ("LibCase14","MaxHealth",1000)

SetProperty ("LibCase1","CurHealth",1000)
SetProperty ("LibCase2","CurHealth",1000)
SetProperty ("LibCase3","CurHealth",1000)
SetProperty ("LibCase4","CurHealth",1000)
SetProperty ("LibCase5","CurHealth",1000)
SetProperty ("LibCase6","CurHealth",1000)
SetProperty ("LibCase7","CurHealth",1000)
SetProperty ("LibCase8","CurHealth",1000)
SetProperty ("LibCase9","CurHealth",1000)
SetProperty ("LibCase10","CurHealth",1000)
SetProperty ("LibCase11","CurHealth",1000)
SetProperty ("LibCase12","CurHealth",1000)
SetProperty ("LibCase13","CurHealth",1000)
SetProperty ("LibCase14","CurHealth",1000)

EnableSPHeroRules()
DisableBarriers("SideDoor1")
DisableBarriers("MainLibraryDoors")
DisableBarriers("SideDoor2")
DisableBarriers("SIdeDoor3")
DisableBarriers("ComputerRoomDoor1")
DisableBarriers("StarChamberDoor1")
DisableBarriers("StarChamberDoor2")
DisableBarriers("WarRoomDoor1")
DisableBarriers("WarRoomDoor2")
DisableBarriers("WarRoomDoor3")
PlayAnimation("DoorOpen01")
PlayAnimation("DoorOpen02")

-- KillObject("CP1")
-- KillObject("CP2")
-- KillObject("CP3")
-- KillObject("CP4")
-- KillObject("CP5")
-- KillObject("CP6")

end

function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4030000)

SetMemoryPoolSize ("ClothData",30)
SetMemoryPoolSize ("Combo",40) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",600) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",800) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",800) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",500) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",5000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
SetMemoryPoolSize("SoldierAnimation", 888)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 2113)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 2388)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1541)
SetMemoryPoolSize("EntitySoundStream", 12)

ReadDataFile("ingame.lvl")

SetMapNorthAngle(180, 1)
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight (40)
AISnipeSuitabilityDist(30)

ReadDataFile("sound\\tat.lvl;tat2gcw")

ReadDataFile("SIDE\\kit.lvl","rep_hero_fisto")


ReadDataFile("SIDE\\asj.lvl","cis_hero_ventress")


ReadDataFile("SIDE\\tcw.lvl","imp_inf_royalguard",
"rep_inf_assassin",
"rep_hero_kitfisto",
"cis_hero_CadBane",
"cis_hero_darthsidious",
"rep_hero_macewindu",
"cis_hero_barriss",
"rep_hero_koon",
"cis_hero_vizsla",
"rep_hero_aalya")

SetClassProperty("rep_hero_kitfisto", "AnimationName", "mace")

ReadDataFile("SIDE\\gcw.lvl","all_hero_ackbar",
"imp_hero_ig88",
"all_hero_marek",
"all_hero_juno",
"all_hero_lando",
"imp_hero_sith_stalker",
"imp_hero_mara_jade",
"imp_hero_bossk",
"imp_hero_dengar")

ReadDataFile("SIDE\\all.lvl","all_hero_luke_jedi")


SetupTeams{
hero = {
team = ALL,
units = 12,
reinforcements = -1,
soldier = { "all_hero_marek",1,2},
assault = { "all_hero_lando", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_kitfisto", 1,2},
officer = { "rep_hero_koon", 1,2},
special = { "rep_hero_macewindu", 1,2},
},
}

AddUnitClass(ALL,"all_hero_juno", 1,2)
AddUnitClass(ALL,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"all_hero_ackbar",1,2)

SetupTeams{
villain = {
team = IMP,
units = 12,
reinforcements = -1,
soldier = { "imp_hero_sith_stalker", 1,2},
assault = { "cis_hero_barriss",1,2},
engineer= { "imp_hero_dengar", 1,2},
sniper = { "imp_hero_bossk", 1,2},
officer = { "cis_hero_darthsidious", 1,2},
special = { "imp_hero_mara_jade", 1,2},

},
}
AddUnitClass(IMP, "cis_hero_CadBane",1,2)
AddUnitClass(IMP, "cis_hero_vizsla",1,2)
AddUnitClass(IMP, "imp_hero_ig88",1,2)


-- SetTeamAsEnemy(DEF, 3)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

local weaponCnt = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)

AddDeathRegion("DeathRegion1")
SetSpawnDelay(10.0, 0.25)
-- ReadDataFile("dc:cor\\cor1.lvl","cor1_eli")
ReadDataFile("cor\\cor1.lvl","cor1_Conquest")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(25)
--SetMaxPlayerFlyHeight (25)

-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")

SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")

SetAttackingTeam(ATT)

AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);
end[/code]
Note: When used seperatly in other maps (Felucia and Polis Massa for this case), the heroes (cis_hero_barriss and rep_hero_kitfisto) are fully fonctionnable.

Any idea how to fix that ?
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commanderawesome
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Re: Kit Fisto/Asajj Ventress animation [Solved]

Post by commanderawesome »

Do you happen to know what kit's lightsaber is called? Basically, I'm seeing if we can change Kit Fisto's animations to mace windu's.
Indytotof
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Re: Kit Fisto/Asajj Ventress animation [Solved]

Post by Indytotof »

commanderawesome wrote:Do you happen to know what kit's lightsaber is called? Basically, I'm seeing if we can change Kit Fisto's animations to mace windu's.
It's "rep_weap_fisto_saber".
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