I tried to change the size of the SB droid so that it would look like in films.
All work, but he is have animations "regular soldier animation"! But I used his animations from assets "sbdroid" and "sbdroidlz"
According to the wookiepedia they have the same size lol
Re: SB droid animation!
Posted: Thu Jan 25, 2018 2:20 pm
by AQT
Please answer this:
AQT wrote:Also, what is in cis_inf_default_sbd.odf?
And which files exactly did you munge to make sbdroid2.anims, sbdroid2.zaabin, sbdroid2.zafbin?
Re: SB droid animation!
Posted: Fri Jan 26, 2018 2:50 am
by Marth8880
AQT wrote:Please answer this:
AQT wrote:Also, what is in cis_inf_default_sbd.odf?
And which files exactly did you munge to make sbdroid2.anims, sbdroid2.zaabin, sbdroid2.zafbin?
I'm fairly certain that you can't have numbers at the end of animation set names*. Evidence is the human animation set: it has several folders, human0 through human4 I believe, and they're compiled differently. I remember trying to have a gethprime2 and gethprime3 anim set once and it didn't compile correctly, so you should try a different name for yours as well - just anything without a number at the end.
* and have them compile as proper, individual anim sets
Re: SB droid animation!
Posted: Fri Jan 26, 2018 6:33 pm
by correctmushroom2013
AQT wrote:Please answer this:
AQT wrote:Also, what is in cis_inf_default_sbd.odf?
And which files exactly did you munge to make sbdroid2.anims, sbdroid2.zaabin, sbdroid2.zafbin?
//you are not such a fast dude))
MaxSpeed = 4.0 // base forward speed
MaxStrafeSpeed = 3.25 // base right/left speed
MaxTurnSpeed = 4.0 // base turn speed
JumpHeight = 1 // base jump height in meters
It's from the folder:
SWBFII_ModTools\assets\Animations\SoldierAnimationBank\sbdroid\
And "basepose" from sbdroidlz folder. I got 4 files:
sbdroid2.anims
sbdroid2.zaabin
sbdroid2zafbin
sbdroidlz.zafbin
I tried munge these animations without changing the size, and then it again still has the soldier's animations.
Re: SB droid animation!
Posted: Fri Jan 26, 2018 8:51 pm
by AQT
Do what Marth stated. Don't use an animation name that ends in a number like sbdroid2. Call it something like newsbdroid.
Re: SB droid animation!
Posted: Fri Jan 26, 2018 10:58 pm
by Marth8880
yea or smbdroid - anything different
Re: SB droid animation!
Posted: Sat Jan 27, 2018 7:40 am
by correctmushroom2013
Really... hahah I have no words, still has soldier's animation
Hidden/Spoiler:
Maybe my assets have error, or I'm mistake somewhere?
Re: SB droid animation!
Posted: Sat Jan 27, 2018 3:49 pm
by AQT
Explain in detail what you did differently between then and now. Don't assume you did everything right.
Re: SB droid animation!
Posted: Sat Jan 27, 2018 5:32 pm
by correctmushroom2013
So, let's begin...
My algoritm:
1. I create new map with any name.
2. then I place SB droid assets to sides folder, and create a custom side with it.
3. Add SB droid to my units and munge map. All work (version without upgrades)
4. Next. I go to the Animation folder and create new folder in SoldierAnimationBank with my animations name.
5.I place in it animations from assets and change *.bat files for my animations folder name and my custom side with this droidd.
6. I munge animations, and change scale in *.msh's files and add lines in *.odf.
7. Further I munge my map and get this problem.
Re: SB droid animation!
Posted: Sat Jan 27, 2018 5:50 pm
by AQT
We are already beyond all that. The last thing that was suggested was to use a name for the animation that doesn't end with a number. Did you already do that? And if you did, how did you do it? Because posting just this doesn't say much.
correctmushroom2013 wrote:Really... hahah I have no words, still has soldier's animation
Hidden/Spoiler:
Maybe my assets have error, or I'm mistake somewhere?
Re: SB droid animation!
Posted: Sat Jan 27, 2018 6:21 pm
by correctmushroom2013
I did everything the same, the name of the animation was "sbd".
Re: SB droid animation!
Posted: Sat Jan 27, 2018 6:49 pm
by AQT
If you say so. But please post screenshots of everything in your animation folders, contents of your related ODFs, etc. as they are of now.
// Movement defaults
// These are values for an average class - some soldiers will override these
MaxSpeed = 5.0 // base forward speed
MaxStrafeSpeed = 3.25 // base right/left speed
MaxTurnSpeed = 5.0 // base turn speed
JumpHeight = 1 // base jump height in meters
// Speed multipliers for various actions
JumpForwardSpeedFactor = 1.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 1.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 1.5 // in forward arc, boost speed by this factor when rolling
// Apparently contant for all or most classes:
Acceleration = 70.0 // accelerate to full run in about 7/70 = 0.1 seconds
SprintAccelerateTime = 0.35 // accelerate from run to sprint in this time
// ControlSpeed = "<stance> <thrustfactor> <strafefactor> <turnfactor>"
// For grounded states (stand, crouch, prone, sprint) and jet state,
// in which the thrust/strafe stick controls the player's velocity,
// these values are multipliers on the max speed and acceleration.
// For flying states (jump, roll, tumble), in which the thrust/strafe stick
// applies an acceleration, these values only multiply the acceleration.
ControlSpeed = "stand 1.00 1.00 1.00"
ControlSpeed = "crouch 0.70 0.60 1.00"
ControlSpeed = "prone 0.30 0.20 0.50"
ControlSpeed = "sprint 1.50 0.50 0.35"
ControlSpeed = "jet 0.30 0.30 1.00"
ControlSpeed = "jump 0.03 0.03 0.35"
ControlSpeed = "roll 0.02 0.02 0.15"
ControlSpeed = "tumble 0.00 0.00 0.10"
// Energy bar defaults
EnergyBar = 1000 // Max energy
EnergyRestore = 10.0 // energy regained per second if moving
EnergyRestoreIdle = 15.0 // energy regained per second if not
EnergyDrainSprint = 20.0 // energy spent per second of sprinting
EnergyMinSprint = 20.0 // min energy to start sprinting
EnergyCostJump = 0.0 // energy cost to jump
EnergyCostRoll = 25.0 // energy cost to roll