How can I put an addon mesh onto a unit?

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genaral_mitch
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How can I put an addon mesh onto a unit?

Post by genaral_mitch »

I think I pretty much got it, put the msh and tgas in the rep side's msh folder, and added this to the unit's odf:

Code: Select all

[GameObjectClass]
ClassParent         = "rep_inf_default_marine"

[Properties]
Label               = "Republic Marine"
UnitType            = "trooper"
IconTexture         = "rep_trooper_icon"

GeometryName        = "rep_inf_trooper"
GeometryLowRes      = "rep_inf_trooper_low1"
FirstPerson         = "REP\reptroop;rep_1st_trooper"

AnimatedAddon	    = "headpiece"
GeometryAddon	    = "rep_waz_add_pauldron"
AddonAttachJoint    = "bone_ribcage
Did I put what I added to it in the wrong place?
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Re: How can I put an addon mesh onto a unit?

Post by 501st_commander »

genaral_mitch wrote:Did I put what I added to it in the wrong place?
yes, its on the back - where the jetpacks are. I think its "bone_head" or something like that...
oh you are mising a "
Last edited by 501st_commander on Thu Oct 22, 2009 11:30 pm, edited 1 time in total.
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Re: How can I put an addon mesh onto a unit?

Post by RogueKnight »

501st_commander wrote:
genaral_mitch wrote:Did I put what I added to it in the wrong place?
yes, it on the back - where the jetpacks are. I think its "bone_head" or something like that...
oh you are mising a "
No, he has the right bone.
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Re: How can I put an addon mesh onto a unit?

Post by 501st_commander »

it goes on the ribcage? thats odd..
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Re: How can I put an addon mesh onto a unit?

Post by genaral_mitch »

When I copied it from the odf I must have left out the ". And it's a pualdron, does it really go on the head?
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Re: How can I put an addon mesh onto a unit?

Post by RogueKnight »

501st_commander wrote:it goes on the ribcage? thats odd..
I believe the ribcage references to the whole torso area.
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Re: How can I put an addon mesh onto a unit?

Post by genaral_mitch »

So, do you know why it's not apearing?
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Re: How can I put an addon mesh onto a unit?

Post by 501st_commander »

is there a error in the errorlog?
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Re: How can I put an addon mesh onto a unit?

Post by genaral_mitch »

I'll go check.
Hidden/Spoiler:
emory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 184

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 188

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 192

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 196

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 200

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 204

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 208

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 212

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 216

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 220

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 224

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 228

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 232

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 236

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 240

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 244

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 248

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 252

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 256

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 260

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 264

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 268

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 272

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 276

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 280

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 284

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 288

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 292

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 296

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 300

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 304

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 308

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 312

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 316

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 320

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 324

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 328

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 332

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 336

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 340

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 344

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 348

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 352

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 356

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 360

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 364

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 368

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 372

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 376

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 380

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 384

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 388

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 392

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 396

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 400

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 404

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 408

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 412

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 416

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 420

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 424

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 428

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 432

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 436

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 440

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 444

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 448

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 452

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 456

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 460

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 464

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 468

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 472

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 476

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 480

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 484

Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_thrown_restfrontsoft(_upper)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_thrown_restfrontsoft(_lower)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_thrown_restbacksoft(_upper)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_thrown_restbacksoft(_lower)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_forward(_upper)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_forward(_lower)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_backward(_upper)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_backward(_lower)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_left(_upper)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_left(_lower)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_right(_upper)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_right(_lower)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2062)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_drive


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2062)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_choking

ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [cd5c76f9] has no hardpoint '' [845f8034]

Message Severity: 2
.\Source\ConnectivityGraphFollower.cpp(382)
No valid positions for type [SOLDIER] radius [0.46] in node [Hub9]

Message Severity: 2
.\Source\ConnectivityGraphFollower.cpp(382)
No valid positions for type [SOLDIER] radius [0.49] in node [Hub9]

Message Severity: 2
.\Source\ConnectivityGraphFollower.cpp(382)
No valid positions for type [SOLDIER] radius [0.46] in node [Hub9]

Message Severity: 2
.\Source\ConnectivityGraphFollower.cpp(382)
No valid positions for type [SOLDIER] radius [0.70] in node [Hub9]
501st_commander
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Re: How can I put an addon mesh onto a unit?

Post by 501st_commander »

hmm... nope. Try changing it to "bone_head"
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Re: How can I put an addon mesh onto a unit?

Post by genaral_mitch »

Doesn't work.
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Re: How can I put an addon mesh onto a unit?

Post by 501st_commander »

hmmm... Now, what i would do (you dont have to), is contact Deviss_Rex and ask him to hex-edit it on that msh file.
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Re: How can I put an addon mesh onto a unit?

Post by RogueKnight »

genaral_mitch wrote:Doesn't work.
That's because Bone_Head is the wrong bone. Clean, remunge, and try again.
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Re: How can I put an addon mesh onto a unit?

Post by genaral_mitch »

It's not that important. What i think might be wrong is this:[GameObjectClass]
ClassParent = "rep_inf_default_marine"

[Properties]
Label = "Republic Marine"
UnitType = "trooper"
IconTexture = "rep_trooper_icon"

GeometryName = "rep_inf_trooper"
GeometryLowRes = "rep_inf_trooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"

AnimatedAddon = "headpiece"
GeometryAddon = "rep_waz_add_pauldron"
AddonAttachJoint = "bone_ribcage This might be in the wrong place in the odf:
AnimatedAddon = "headpiece"
GeometryAddon = "rep_waz_add_pauldron"
AddonAttachJoint = "bone_ribcage
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Re: How can I put an addon mesh onto a unit?

Post by AQT »

501st_commander wrote:oh you are mising a "
Right after bone_ribcage.
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Re: How can I put an addon mesh onto a unit?

Post by genaral_mitch »

Like I said, when I copied it to GT from the unit's odf I missed the ".
It still doesn't work.
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Re: How can I put an addon mesh onto a unit?

Post by CodaRez »

genaral_mitch wrote:Like I said, when I copied it to GT from the unit's odf I missed the ".
It still doesn't work.
It intrigues me, in the post above you repeated the addon .msh .odf lines.

You can only have ONE addon .msh on-model at any given time, just sayin before you get any ideas.

And are you sure you copied over the EXACT geometry(mesh) name of the addon .msh?

And still, fill up the missing "
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Re: How can I put an addon mesh onto a unit?

Post by genaral_mitch »

Yah, it has the right name, and everything else is right.
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