Vehicle Turret Rigging Question - Formerly "Chunks Ques

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t551
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Vehicle Turret Rigging Question - Formerly "Chunks Ques

Post by t551 »

I was working on a project for MajinRevan that involves a commandhover vehicle, and I came across this call in the chunks section (I am modifying the new hovernaught odf that can be found in the SWBF1 downloads section)

Code: Select all

ChunkGeometryName   	= "all_hover_hovernaut_chunk1"
ChunkNodeName       	= ""
Does the ChunkNodeName call allow me to specify a node in my vehicle mesh to use as a chunk, along with its children?

If this is so, then I could save some time in setting up the chunk meshes for the vehicle.
Last edited by t551 on Tue Jan 02, 2007 3:48 am, edited 1 time in total.
t551
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RE: Chunks Question

Post by t551 »

Ok, sure. The vehicle does have separate turrets, so I'll see what happens when I specify their parent nodes.
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Post by t551 »

Hmmm... It works, after a fashion.

A new copy of the vehicle is created for each chunk that uses the call, and they behave just like chunks. Looks really weird.
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Post by t551 »

Sorry about the triple post, buuuuut...

I am having no luck getting the vehicles turrets rigged

Here is the current model hierarchy in XSI:
Image

and here is the odf:

Code: Select all

[size=9][GameObjectClass]
ClassLabel          	= "commandhover"
GeometryName            = "rep_hover_utat.msh"


[Properties]

WaterEffect             = "waterwake_lg"
VehicleType             = "heavy"
AISizeType          	= "Huge"
NoCombatInterrupt       = 1


SpawnPointCount 		= "6"
SpawnPointLocation 		= "8.0 0.0 0.0 5"
SpawnPointLocation 		= "8.0 0.0 4.0 5"
SpawnPointLocation 		= "8.0 0.0 -4.0 5"
SpawnPointLocation 		= "-8.0 0.0 0.0 355"
SpawnPointLocation 		= "-8.0 0.0 4.0 355"
SpawnPointLocation 		= "-8.0 0.0 -4.0 355"
ValueBleed			= 10
Value_ATK_Alliance 		= 10
Value_ATK_CIS 			= 10
Value_ATK_Empire 		= 10
Value_ATK_Republic 		= 10
Value_ATK_Locals 		= 0
Value_DEF_Alliance 		= 0
Value_DEF_CIS 			= 0
Value_DEF_Empire 		= 0
Value_DEF_Republic 		= 0
Value_DEF_Locals 		= 0
HUDIndexDisplay 		= 0
LegRayHitLength 		= "16"

FLYERSECTION            = "BODY"

GeometryName            = "rep_hover_utat"
MapTexture          	= "hovernaut_icon"
MapScale            	= 3.2
HealthTexture          	= "HUD_hovernaut_icon"
CockpitTension      	= 15

//FirstPerson           	= "hovernaut\hovernaut;all_1st_cockpit_hovernaught"
FirstPersonFOV          = "50"
ExplosionName       	= "rep_hover_utat_exp"

PitchLimits 		= "-30 10"
YawLimits 			= "-90 90"

CollisionScale          = 1.5
CollisionThreshold      = 5.0
MaxHealth           	= 25000.0
HealthType          	= "vehicle"


//--------------------------------------------------------------------------

DamageStartPercent      = 30.0
DamageStopPercent       = 0.0
DamageEffect            = "vehiclesmoke"
DamageEffectScale       = 0.4
DamageInheritVelocity   = 0.5
DamageAttachPoint       = "hp_damage_1"


DamageStartPercent      = 30.0
DamageStopPercent       = 0.0
DamageEffect            = "vehiclesmoke"
DamageEffectScale       = 0.4
DamageInheritVelocity   = 0.5
DamageAttachPoint       = "hp_damage_2"

DamageStartPercent    	= 19.0
DamageStopPercent     	= 0.0
DamageEffect          	= "vehicleflame"
DamageEffectScale     	= 0.4
DamageInheritVelocity   = 0.5
DamageAttachPoint     	= "hp_damage_2"


DamageStartPercent      = 65.0
DamageStopPercent       = 30.0
DamageEffect            = "vehiclespark"
DamageEffectScale       = 0.4
DamageInheritVelocity   = 0.5
DamageAttachPoint       = "hp_damage_3"

DamageStartPercent      = 65.0
DamageStopPercent       = 30.0
DamageEffect            = "vehiclespark"
DamageEffectScale       = 0.4
DamageInheritVelocity   = 0.5
DamageAttachPoint       = "hp_damage_4"

DamageStartPercent      = 65.0
DamageStopPercent       = 30.0
DamageEffect            = "vehiclespark"
DamageEffectScale       = 0.4
DamageInheritVelocity   = 0.5
DamageAttachPoint       = "hp_damage_5"

//----------------------------------------------------------------------------

SetAltitude         	= 4.5
GravityScale            = 1.0
LiftSpring          	= 10.0
LiftDamp            	= 3.0

Acceleration            = 4.5
Deceleration            = 5.0
Traction            	= 30.0
ForwardSpeed            = 4.5
ReverseSpeed            = 4.5
StrafeSpeed         	= 2.5

AddSpringBody 		= "0.0 5.0 6.0 6.0"
BodySpringLength 		= 1.0

AddSpringBody 		= "-3.0 4.1 0.0 5.0"
BodySpringLength 		= 1.0
AddSpringBody 		= "3.0 4.1 0.0 5.0"
BodySpringLength 		= 1.0

AddSpringBody 		= "0.0 5.0 -14.0 6.0"
BodySpringLength 		= 1.0

VelocitySpring 		= 3.5
VelocityDamp 		= 2.5
OmegaXSpring 		= 2.0
OmegaXDamp 			= 3.0
OmegaZSpring 		= 1.0
OmegaZDamp 			= 2.5
TurnRate            	= 1.0
TurnFilter          	= 0.75
PitchRate           	= 0.5
PitchFilter         	= 1.0
PitchDamp           	= 1.0
SpinRate            	= 0.4
StrafeRollAngle         = 0.00
ThrustPitchAngle        = 0.00
BankAngle           	= 0.00
BankFilter          	= 3//low is slow - How quickly the bank returns to level
LevelSpring         	= 0.5//low is slow - the force the restores level
LevelDamp           	= 0.5//low is slow - the force that reduces the momentum of the rotation

PCPitchRate             = 25.0
PCTurnRate          	= 28.0
PCSpinRate          	= 17.0

EyePointOffset		= "20 20 -25.0"
TrackCenter			= "0.0 8 -12"
TrackOffset 		= "0.0 5.0 20.0"

PitchLimits             = "-8 10"
YawLimits           	= "0 0"


//---------------------------------------------------------------------------------
//-- Pilots weapons

VehiclePosition         = "common.vehiclepositions.pilot"

WEAPONSECTION           = 1

WeaponName          	= "rep_hover_utat_main_blaster"
WeaponAmmo          	= 0

TurretNodeName          = "turret_top_yaw"

AimerNodeName           = "turret_top_pitch"
AimerPitchLimits        = "-30.0 30.0"
AimerYawLimits          = "-0.0 0.0"

//BarrelNodeName          = "hp_turret_top_pitch"
//BarrelRecoil            = "0.25"
FirePointName           = "hp_turret_top_fire"

NextAimer           	= "-"

//TurretNodeName          = "turret_side_left_yawpitch"

AimerNodeName           = "turret_side_left_yawpitch"
AimerPitchLimits        = "-30.0 30.0"
AimerYawLimits          = "-0.0 0.0"

//BarrelNodeName          = "turret_side_left_yawpitch"
//BarrelRecoil            = "0.25"
FirePointName           = "turret_side_left_fire"

NextAimer           	= "-"

//TurretNodeName          = "turret_side_right_yawpitch"

AimerNodeName           = "turret_side_right_yawpitch"
AimerPitchLimits        = "-30.0 30.0"
AimerYawLimits          = "-0.0 0.0"

//BarrelNodeName          = "turret_side_right_yawpitch"
//BarrelRecoil            = "0.25"
FirePointName           = "hp_turret_side_right_fire"

//---------------------------------------------------------------------------
//-- Top Left Front Turret Gunner

FLYERSECTION            = "TURRET1"

VehiclePosition         = "common.vehiclepositions.frontgunner"
WeaponName          	= "rep_hover_utat_small_blaster"
WeaponAmmo          	= 0
FirstPerson             = "all\allsccam;all_1st_cockpit_securitycam"

EyePointOffset 			= "0.0 16.0 9.0"
TrackCenter				= "-5 0 -6"
TrackOffset 			= "0.0 5.5 6.5"
TiltValue           	= "0.0"

PitchLimits             = "-25.0 20.0"
YawLimits           	= "-120 120"
PitchRate               = 0.8
PitchFilter             = 2.75
TurnRate                = 1.3
TurnFilter              = 2.75

PCPitchRate             = 20.0
PCTurnRate          	= 20.0
TurnRate            	= 2.0

TurretNodeName          = "hp_turret_top_left_front_yaw"

AimerNodeName           = "hp_turret_top_left_front_pitch"
AimerPitchLimits        = "-90.0 30.0"
AimerYawLimits          = "-0.0 0.0"

//BarrelNodeName          = "hp_turret_top_left_front_pitch"
//BarrelRecoil            = "0.25"
FirePointName           = "hp_turret_top_left_front_fire"

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

//---------------------------------------------------------------------------
//-- Top Left Rear Turret Gunner

FLYERSECTION            = "TURRET2"

VehiclePosition         = "common.vehiclepositions.frontgunner"
WeaponName          	= "rep_hover_utat_small_blaster"
WeaponAmmo          	= 0
FirstPerson             = "all\allsccam;all_1st_cockpit_securitycam"

EyePointOffset 			= "0.0 16.0 9.0"
TrackCenter				= "-5 0 -9"
TrackOffset 			= "0.0 5.5 6.5"
TiltValue           	= "0.0"

PitchLimits             = "-25.0 20.0"
YawLimits           	= "-120 120"
PitchRate               = 0.8
PitchFilter             = 2.75
TurnRate                = 1.3
TurnFilter              = 2.75

PCPitchRate             = 20.0
PCTurnRate          	= 20.0
TurnRate            	= 2.0

TurretNodeName          = "hp_turret_top_left_rear_yaw"

AimerNodeName           = "hp_turret_top_left_rear_pitch"
AimerPitchLimits        = "-90.0 30.0"
AimerYawLimits          = "-0.0 0.0"

//BarrelNodeName          = "hp_turret_top_left_rear_pitch"
//BarrelRecoil            = "0.25"
FirePointName           = "hp_turret_top_left_rear_fire"

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

//---------------------------------------------------------------------------
//-- Top Right Front Turret Gunner

FLYERSECTION            = "TURRET3"

VehiclePosition         = "common.vehiclepositions.frontgunner"
WeaponName          	= "rep_hover_utat_small_blaster"
WeaponAmmo          	= 0
FirstPerson             = "all\allsccam;all_1st_cockpit_securitycam"

EyePointOffset 			= "0.0 16.0 9.0"
TrackCenter				= "5 0 -6"
TrackOffset 			= "0.0 5.5 6.5"
TiltValue           	= "0.0"

PitchLimits             = "-25.0 20.0"
YawLimits           	= "-120 120"
PitchRate               = 0.8
PitchFilter             = 2.75
TurnRate                = 1.3
TurnFilter              = 2.75

PCPitchRate             = 20.0
PCTurnRate          	= 20.0
TurnRate            	= 2.0

TurretNodeName          = "hp_turret_top_right_front_yaw"

AimerNodeName           = "hp_turret_top_right_front_pitch"
AimerPitchLimits        = "-90.0 30.0"
AimerYawLimits          = "-0.0 0.0"

//BarrelNodeName          = "hp_turret_top_right_front_pitch"
//BarrelRecoil            = "0.25"
FirePointName           = "hp_turret_top_right_front_fire"

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

//---------------------------------------------------------------------------
//-- Top Right Rear Turret Gunner

FLYERSECTION            = "TURRET4"

VehiclePosition         = "common.vehiclepositions.frontgunner"
WeaponName          	= "rep_hover_utat_small_blaster"
WeaponAmmo          	= 0
FirstPerson             = "all\allsccam;all_1st_cockpit_securitycam"

EyePointOffset 			= "0.0 16.0 9.0"
TrackCenter				= "5 0 -9"
TrackOffset 			= "0.0 5.5 6.5"
TiltValue           	= "0.0"

PitchLimits             = "-25.0 20.0"
YawLimits           	= "-120 120"
PitchRate               = 0.8
PitchFilter             = 2.75
TurnRate                = 1.3
TurnFilter              = 2.75

PCPitchRate             = 20.0
PCTurnRate          	= 20.0
TurnRate            	= 2.0

TurretNodeName          = "hp_turret_top_right_rear_yaw"

AimerNodeName           = "hp_turret_top_right_rear_pitch"
AimerPitchLimits        = "-90.0 30.0"
AimerYawLimits          = "-0.0 0.0"

//BarrelNodeName          = "hp_turret_top_right_rear_pitch"
//BarrelRecoil            = "0.25"
FirePointName           = "hp_turret_top_right_rear_fire"

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




//VehicleCollision        = "collision"
//BuildingCollision       = "collision2"



CHUNKSECTION        	= "CHUNK1"
ChunkGeometryName   	= "rep_hover_utat"
ChunkNodeName       	= "hp_turret_top_pitch"
ChunkTerrainCollisions  = "2"
ChunkTerrainEffect  	= "dirtspray"
ChunkPhysics        	= "FULL"
ChunkOmega      		= "1.0 0.1 0.5"
ChunkBounciness         = 0.45
ChunkStickiness         = 0.25
ChunkSpeed      		= "11.0"
ChunkUpFactor       	= "12.00"
ChunkTrailEffect        = "mediumsmoketrail"


CHUNKSECTION        	= "CHUNK2"
ChunkGeometryName   	= "rep_hover_utat"
ChunkNodeName       	= "pylon_left"
ChunkTerrainCollisions  = "2"
ChunkTerrainEffect  	= "dirtspray"
ChunkPhysics        	= "FULL"
ChunkOmega      		= "0.5 0.5 0.3"
ChunkBounciness         = 0.45
ChunkStickiness         = 0.25
ChunkSpeed      		= "14.0"
ChunkUpFactor       	= "15.00"
ChunkTrailEffect        = "mediumsmoketrail"


CHUNKSECTION        	= "CHUNK3"
ChunkGeometryName   	= "rep_hover_utat"
ChunkNodeName       	= "pylon_right"
ChunkTerrainCollisions  = "2"
ChunkTerrainEffect  	= "explosion"
ChunkTrailEffect        = "mediumsmoketrail"
ChunkPhysics        	= "FULL"
ChunkOmega      		= "0.5 0.4 0.5"
ChunkSpeed      		= "12.0"
ChunkUpFactor       	= "3.00"




EngineSound         	= "all_hover_combatspeeder_engine_parameterized"
HurtSound           	= ""
DeathSound          	= "com_weap_obj_large_exp"
TurnOnSound         	= ""
TurnOffSound        	= ""
ImpMusic            	= "imp_vehicle"
AllMusic            	= "all_vehicle"
MusicSpeed          	= ".25"
MusicDelay          	= "3.0"
GroundedSound       	= ""
GroundedHeight      	= ""
FoleyFXGroup        	= "metal_foley"[/size]
Currently, the vehicle shows up in-game, but the turrets do not move. Obviously, I'm missing something in the rigging process, the question is, "What?".
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PR-0927
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RE: You Shouldn

Post by PR-0927 »

The chunk thing is just models specified that bounce around when you destroy the vehicle. So, when you destroy an AT-TE, parts of it bounce around and separate themselves from the vehicle...each part is literally a chunk model - the modeler took the AT-TE model and cut out chunks and saved those for the explosion.

- PR-0927/Majin Revan
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Teancum
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RE: You Shouldn

Post by Teancum »

make sure that in the .msh.option file you put this

-keep hp_turret_top_right_rear_yaw hp_turret_top_right_rear_pitch

etc.

I've found it makes it so that that particular piece of the mesh can be used as an aimer.
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