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Scrunched MagnaGuard head

Posted: Thu Aug 12, 2010 11:06 am
by fiddler_on_the_roof
i'm using Dev's converted NeoMarz magnaguard 1.0 , but the head appears like this
Hidden/Spoiler:
Image
here is the unit odf: (gun wielding)
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "cis_inf_default_officer"
GeometryName = "cis_inf_Magnaguard.msh"


[Properties]

GeometryName = "cis_inf_Magnaguard"
GeometryLowRes = "cis_inf_Magnaguard"

ClothODF = "cis_inf_officer_cloak"

SkeletonName = "magnaguard"
SkeletonLowRes = "magnaguardlz"
SkeletonRootScale = "1.10"

// no head offset for this guy, unlike all other droids
CollisionHeadOffset = "0.0 0.0 0.0"

FirstPerson = "CIS\cisoff;cis_1st_magnaguard"

CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 4"
TiltValue = "10.0"

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 = "10.0"
CameraBlendTime = "0.75"

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 = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 5.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"
here is another magnaguard: (staff wielding)
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_inf_default"
GeometryName = "cis_inf_Magnaguard.msh"

[Properties]
GeometryName = "cis_inf_Magnaguard"
GeometryLowRes = "cis_inf_Magnaguard"
FirstPerson = "CIS\cisoff;cis_1st_magnaguard"
ClothODF = "cis_inf_Magnaguard_cloak"

AnimationName = "maul"

SkeletonName = "magnaguard"
SkeletonRootScale = "1.0"

// no head offset for this guy, unlike all other droids
CollisionHeadOffset = "0.0 0.0 0.0"

// the foot height where footstep sounds are played
MinFootHeight = 0.3

MaxHealth = 600.0
AddHealth = 50.0

MaxSpeed = 8.0
MaxStrafeSpeed = 6.0
MaxTurnSpeed = 5.0
JumpHeight = 3.5
RecoverFromTumble = "1"

//Jet Jump
JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 0.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions
//Jet Jump End

BlurEffect = "0.8" //motion blur effect for force run

// 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 3.00 0.20 0.20"
ControlSpeed = "jet 1.50 1.25 1.25"
ControlSpeed = "jump 0.10 0.10 0.60"
ControlSpeed = "roll 0.02 0.02 0.35"
ControlSpeed = "tumble 0.00 0.00 0.10"

// Energy bar defaults
EnergyBar = 600.0 // Max energy
EnergyRestore = 25.0 // energy regained per second if moving
EnergyRestoreIdle = 25.0 // energy regained per second if not
EnergyDrainSprint = 0.0 // energy spent per second of sprinting
EnergyMinSprint = 0.0 // min energy to start sprinting
EnergyCostJump = 0.0 // energy cost to jump
EnergyCostRoll = 0.0 // energy cost to roll

FirstPersonFOV = "70"
ThirdPersonFOV = "65"

CollisionScale = "0.0 0.0 0.0"

CollisionHeadOffset = "0.0 0.0 0.0"

CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 4"
TiltValue = "10.0"

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 = "10.0"
CameraBlendTime = "0.75"

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 = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 5.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"

WEAPONSECTION = 1
WeaponName = "cis_weap_Electrostaff"
WeaponAmmo = 0
this only happened after i removed them, then added them again.

Re: Scrunched MagnaGuard head

Posted: Thu Aug 12, 2010 11:08 am
by Deviss
2 things: skeletonrootscale must be 1.10, your cloth line is wrong, and are you using the anim i put in files xD? because that anim is scaled also to 1.1 :) and you have the .msh.option file with scale 1.1 line on it??