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Dewback floating above the ground [Solved]

Posted: Mon Feb 07, 2011 1:27 pm
by Jendo7
Basically the dewback as vehicle doesn't touch the ground when walking, and also stays upright when going down an incline, as if it's still on a flat surface. I was just wondering if there is any way to resolve this. I've included it's .odf below along with screenshots:

tat_walk_dewback_rider.odf
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "walker"
GeometryName = "tat_inf_dewback.msh"


[Properties]

//***********************************************
//*********** VEHICLE VALUES AND INFO *********
//***********************************************

WALKERSECTION = "BODY"
// /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
VehicleType = "medium"
AISizeType = "medium"
NoCombatInterrupt = "1"
ReserveOneForPlayer = "0"
CockpitTension = 15
//ForceMode = "2"
Label = "DEWBACK"
//VehiclePosition = "common.vehiclepositions.pilot"
MapTexture = "tank_icon"
HealthTexture = "HUD_imp_atat_icon"
MapScale = "1.5"



GeometryName = "tat_inf_dewback"
AnimationName = "dewback"


//HACK to add "imp_walk_atat1" to the req file
AnimationExtraFile = "dewback1"
//FirstPerson = "IMP\impATAT;imp_1st_cockpit_atat"
FirstPersonFOV = "53"

PilotPosition = "hp_rider"
PilotAnimation = "drive"

//MaxHealth = "8000.0"
MaxHealth = "2000.0"
Healthtype = "animal"

// dont know if these are working for vehicles but it would be cool
ScanningRange = "60.0"
TransmitRange = "60.0"


SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more intuitively this way
ThrustAngleToStrafe = "50" //should match yaw limit or 0.0
ThrustAngleToTurn = "67.5" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "78.0" //thrust angle to turn in place


//***********************************************
//*********** MOVEMENT VALUES *****************
//***********************************************

Acceleraton = "1.0"
MaxSpeed = "2.0"
MaxStrafeSpeed = "0.0"
MaxTurnSpeed = "1.2"

PCMaxYawSpeed = 0.5
PCMaxTurnSpeed = 0.5
PCPitchRate = .6

PitchRate = 0
PitchFilter = 0
TurnRate = 2.0
TurnFilter = 0

StoppedTurnSpeed = "2.05"
ForwardTurnSpeed = "2.03"
TurnThreshold = "0.35"


//***********************************************
//*********** CAMERA VALUES *******************
//***********************************************

EyePointOffset = "0.0 0.0 9.0"
TrackCenter = "0.0 3.5 1.0"
TrackOffset = "0.0 0.0 6.5"
TiltValue = "8"

//AimerNodeName = "aimer_head"

PitchLimits = "0.0 0.0"
YawLimits = "-5 5"
PitchTurnFactor = "0.5"
YawTurnFactor = "0.5"


//***********************************************
//*********** VISUAL EFFECTS ******************
//***********************************************

StompEffect = "bigwalkerstomp"
StompDecal = "decal_atat_footprint"
StompDecalSize = "2.5"

DeathShakeDelay = "3.5"
DeathShakeForce = "1.0"
DeathShakeDuration = "1.0"
DeathShakeRadius = "30.0"

//***********************************************
//*********** ANIMATION VALUES ****************
//***********************************************

LegPairCount = "2"

WalkerLegPair = "front_legs"

LegBoneLeft = "bone_fl_thigh"
LegBoneRight = "bone_fr_thigh"

LegBoneTopLeft = "bone_fl_thigh"
LegBoneTopRight = "bone_fr_thigh"

//TerrainLeft = "p_-t-foot_fl"
//TerrainRight = "p_-t-foot_fr"

FootBoneLeft = "bone_fl_foot"
FootBoneRight = "bone_fr_foot"

WalkerLegPair = "back_legs"

LegBoneLeft = "bone_bl_thigh"
LegBoneRight = "bone_br_thigh"

LegBoneTopLeft = "bone_bl_thigh"
LegBoneTopRight = "bone_br_thigh"

//TerrainLeft = "p_-t-foot_bl"
//TerrainRight = "p_-t-foot_br"

FootBoneLeft = "bone_fl_foot"
FootBoneRight = "bone_fr_foot"

//*******************************************
//*********** SOUND VALUES ****************
//*******************************************

//VOUnitType = 50
StompDetectionType = "1"
FootstepSound0 = "com_weap_layered_at_step"
FootstepSound1 = "com_weap_layered_at_step"
FootstepSound2 = "com_weap_layered_at_step"
FootstepSound3 = "com_weap_layered_at_step"
HurtSound = ""
//DeathSound = "com_weap_obj_med_exp"
//AllMusic = "all_vehicle"
//ImpMusic = "imp_vehicle"
MusicSpeed = "0.0"
MusicDelay = "5.0"
Screenshots of the problem:
Hidden/Spoiler:
Image

Image

Re: Dewback floating above the ground

Posted: Mon Feb 07, 2011 2:22 pm
by FragMe!
How come these lines are commented out?

//TerrainLeft = "p_-t-foot_fl"
//TerrainRight = "p_-t-foot_fr"


//TerrainLeft = "p_-t-foot_bl"
//TerrainRight = "p_-t-foot_br"

Those lines tell the game what part is suppose to collide with the ground

Re: Dewback floating above the ground

Posted: Mon Feb 07, 2011 2:43 pm
by Jendo7
It's from Rends Mos Eisley side assets, and it was already like that.

Anyway, thank you FragMe! I'll change it :D

...and it's a great model you converted.