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General Grievious Problem

Posted: Fri Mar 13, 2009 9:44 pm
by hypshadowthehedgehog
Recently, (thanks to GGtuk :bowdown: :bowdown: :bowdown: :bowdown: :bowdown: :bowdown: :bowdown: :bowdown: ) I downloaded the moddeling tools for star wars battlefront 2 and moved many of the msh's into BF1. This has worked perfectly for all but two figures. Yoda and Grievious. I used both of them by redirecting the odf to their location. Yoda actually looks funny and i will keep him the way he is. However, grievious (dang, i cant spell that) has a tilted head and no arms.
Here is a copy of the odf:

GameObjectClass]

ClassLabel = "soldier"
GeometryName = "cis_inf_generalgrevious.msh"


[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"

ExplosionName = "com_inf_droid_exp"
UnitType = "pilot"
IconTexture = "cis_bdroid_icon"
MapTexture = "troop_icon"
MapScale = 1.4

GeometryName = "cis_inf_generalgrevious"
GeometryLowRes = "cis_inf_generalgrevious_low1"
SkeletonName = "cis_inf_bdroid"
AnimationName = "all_inf_snowtrooper"
FirstPerson = "CIS\cisbdrd;cis_1st_bdroid"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"

CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "5.0"

CAMERASECTION = "STANDZOOM"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "5.0"

CAMERASECTION = "CROUCHZOOM"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "PRONE"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"

CAMERASECTION = "PRONEZOOM"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"


HealthType = "droid"
MaxHealth = 3000.0

Acceleraton = 70.0
MaxSpeed = 15.0
MaxStrafeSpeed = 4.5
MaxTurnSpeed = 4.0

WeaponName1 = "rep_weap_lightsaberblock"
WeaponAmmo1 = 0
WeaponName2 = "cis_weap_lightsaber"
WeaponAmmo2 = 0
WeaponName3 = "cis_weap_tread_hailfire_missile"
WeaponAmmo3 = 2
WeaponChannel3 = 1

AISizeType = "SOLDIER"


ChunkFrequency = 0.6

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "bdroid_chunk1"
ChunkNodeName = "bone_neck"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "bdroid_chunk2"
ChunkNodeName = "bone_l_upperarm"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "bdroid_chunk3"
ChunkNodeName = "bone_l_calf"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "bdroid_chunk4"
ChunkNodeName = "bone_r_thigh"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "bdroid_chunk5"
ChunkNodeName = "bone_a_spine"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

HurtSound = "cis_inf_com_chatter_wound"
DeathSound = "droid_death"
AcquiredTargetSound = "cis_inf_com_chatter_acquired"
HidingSound = "cis_inf_com_chatter_hide"
ApproachingTargetSound = "cis_inf_com_chatter_approach"
FleeSound = "cis_inf_com_chatter_flee"
PreparingForDamageSound = "cis_inf_com_chatter_predamage"
HeardEnemySound = "cis_inf_com_chatter_heard"
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = ".25"
FoleyFXClass = "cis_inf_droid"

// squad command VO
SCFieldMoveOutSound = "cis_inf_com_chatter_tac_moveout"
SCFieldHoldSound = "cis_inf_com_chatter_tac_hold"
SCFieldFollowSound = "cis_inf_com_chatter_tac_follow"
SCDriverGetInSound = "cis_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound = "cis_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound = "cis_inf_com_chatter_tac_spreadout"
SCPassengerStopSound = "cis_inf_com_chatter_tac_stop"
SCPassengerGetInSound = "cis_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound = "cis_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound = "cis_inf_com_chatter_tac_allclear"
SCGunnerSteadySound = "cis_inf_com_chatter_tac_stop"
SCGunnerGetInSound = "cis_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound = "cis_inf_com_chatter_tac_moveout"
SCResponseYessirSound = "cis_inf_com_chatter_tac_yes"
SCResponseNosirSound = "cis_inf_com_chatter_tac_no"

// AI Squad Command VO
AISCFieldMoveOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCFieldHoldSound = "ai_cis_inf_com_chatter_tac_hold"
AISCFieldFollowSound = "ai_cis_inf_com_chatter_tac_follow"
AISCDriverGetInSound = "ai_cis_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound = "ai_cis_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound = "ai_cis_inf_com_chatter_tac_stop"
AISCPassengerGetInSound = "ai_cis_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound = "ai_cis_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound = "ai_cis_inf_com_chatter_tac_stop"
AISCGunnerGetInSound = "ai_cis_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCResponseYessirSound = "ai_cis_inf_com_chatter_tac_yes"
AISCResponseNosirSound = "ai_cis_inf_com_chatter_tac_no"


DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.40
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.30
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.10

If anyone could help solve this problem or give me a change, I would be very grateful.
(I'd bet anyone 10$ ggtuk solves the problem first)
:maulsaber:
Thanks all

Re: General Grievious Problem

Posted: Fri Mar 13, 2009 9:56 pm
by Penguin
You have to use their anims, their skeletons are setup specifically for them.

Re: General Grievious Problem

Posted: Fri Mar 13, 2009 10:00 pm
by breakdown
Yoda's skeleton is not ompatible with SWBF1 or something, so you just have to accept it as being a bit stretchy.

Grevious has the same problem, but he was re-boned by Napseeker.

The link to these grevious assets are here: http://files.filefront.com/GenGrievous+ ... einfo.html

Re: General Grievious Problem

Posted: Fri Mar 13, 2009 10:03 pm
by Maveritchell
And SWBF1 doesn't support custom unit animations. Lucky for you, it's been converted already to the regular unit skeleton:
http://www.mpcgamers.com/forums/viewtop ... l+grievous

Note that you could do well with a bit of searching; I don't mod or even own SWBF1 and I managed to find this. MPCGamers will have a lot of the support you'll want for SWBF1 modding.