Walker Help

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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MsHwIz
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Walker Help

Post by MsHwIz »

As you can see in my other post I am trying out the foundations trial and I had followed the entire robby thread (my brain hurts :D) and I thought I had a walker that would work but I get this error without a crash.
Hidden/Spoiler:
Message Severity: 2
.\Source\EntityWalker.cpp(3651)
Could not build EntityWalker
it is repeated 11 times so im pretty sure I didn't code my odf file right. I just took the atst and copied the source over and did some modifying to it so...
anyway abc_test_walker.odf
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "walker"
GeometryName = "abc_test_walker.msh"

[Properties]

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

HUDModel = "hud_ATRT_shape"

WALKERSECTION = "BODY"
VehicleType = "medium"
Label = "Test Walker"
VehiclePosition = "common.vehiclepositions.pilot"

GeometryName = "abc_test_walker"
AnimationName = "test_walker"
ExplosionName = "abc_test_walker_exp"

CockpitTension = 25

MapTexture = "oneman_atst_icon"
StatusTexture = "HUD_imp_atst_icon"
MapScale = "1.6"


TimeRequiredToEject = "5.0"
EjectResistance = "0.03"
TimeTilReboard = "5.0"

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

NoCombatInterrupt = "1"
AICollisionRadius = "2.0"
AIUseHoverPhysics = "1"

MaxTerrainAngle = "30.0"

Acceleraton = "4.0"
MaxSpeed = "5.0"
//MaxStrafeSpeed = "3.5"
//MaxTurnSpeed = "0.6"

StoppedTurnSpeed = "0.8"
ForwardTurnSpeed = "0.6"
BoostTurnSpeed = "0.4"
TurnThreshold = "0.6"

SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more intuitively this way
ThrustAngleToStrafe = "87" //should match yaw limit or 0.0
ThrustAngleToTurn = "88" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "89" //thrust angle to turn in place

LegRayHitLength = "5"

EnergyBar = 80
EnergyAutoRestore = 9.0
EnergyBoostDrain = 20
BoostSpeed = 10
BoostAcceleration = 100.0
BoostFOV = 60

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

EyePointOffset = "0.0 2.0 -1.75"
TrackCenter = "0.0 2.0 0"
TrackOffset = "0.0 2.0 10.0"
TiltValue = "6.0"


MaxPitchSpeed = "0.4"
MaxTurnSpeed = "2.0"
MaxYawSpeed = "2.0"

PCMaxYawSpeed = 2.0
PCMaxTurnSpeed = 3.0
PCPitchRate = 1.2

TurretNodeName = "aimer_y"
YawLimits = "-90 90"
PitchLimits = "-27.5 15"
PitchTurnFactor = "0"


TurnRate = "2.8"
//TurnFilter = "3"
PitchRate = "0.7"
//PitchFilter = "10"
//PitchDamp = "10"

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

TEMP_AnimationSpeed = "1.0"
TEMP_Type = "0"


//******************************************
//*********** EFFECT VALUES **************
//******************************************

LegPairCount = "1"

WalkerLegPair = "LEGS"

LegBoneLeft = "Leftleg"
LegBoneRight = "Rightleg"

LegBoneTopLeft = "ThighL"
LegBoneTopRight = "ThighR"

FootBoneLeft = "FootL"
FootBoneRight = "FootR"

AISizeType = "MEDIUM"


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

VOUnitType = 125
FootstepSound0 = "com_weap_layered_at_step"
FootstepSound1 = "com_weap_layered_at_step"
HydraulicSound = "atst_leg_up"
HydraulicSoundHeight = "0.2"
HydraulicLowerSound = ""
//HydraulicLowerHeight = "0.5"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
RepMusic = "rep_vehicle"
CisMusic = "cis_vehicle"
MusicSpeed = "0.2"
MusicDelay = "4.0"
EngineSound = "atst_engine_parameterized"
TurnOnSound = ""
TurnOnTime = "1.0"
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = "5.0"
//FoleyFXClass = "imp_walk_atst"
FoleyFXGroup = "metal_foley"
abc_test_walker_exp(doubt this will help but anyway :D)
Hidden/Spoiler:
[ExplosionClass]

ClassLabel = "explosion"

[Properties]

LifeSpan = "0.2"
Effect = "com_sfx_vehicle_exp"

Damage = "50.0"
DamageRadius = "15.0"

ArmorScale = "0.3"
HealthScale = "0.2"
ShieldScale = "0.1"
VehicleScale = "1.0"
PersonScale = "0.2"

Shake = "1.0"
ShakeLength = "1.0"
ShakeRadius = "35.0"
Push = "13.0"
PushRadius = "29.0"

NumChunks = "3"
ChunkGeometryName = "com_mediumchunk1"
ChunkTerrainCollisions = "8"
ChunkTrailEffect = "com_sfx_chunktrail"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = "16.0 28.0"
ChunkGravity = "0.0 0.0 0.0"
ChunkStartDistance = "1.5"

SoundProperty = "com_weap_obj_med_exp"
FragMe!
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Re: Walker Help

Post by FragMe! »

Is the walker part of a side? Did you call the side in the LUA and did you change this:

AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)

to at least this

AddWalkerType(2, 1) -- 2x2 (2 pairs of legs)

The number changed equals the number of two legged walker in the map at any one time
MsHwIz
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Re: Walker Help

Post by MsHwIz »

Thanks for telling me about the LUA code for the walker but now all I get is a floating box about 20 feet off the ground
Hidden/Spoiler:
Image
Although I think this is a problem with the model and the incorrect enveloping in foundations 5.11 (it doesnt like vista :( )
FragMe!
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Re: Walker Help

Post by FragMe! »

But does it walk? :funny2:

Post a pic from XSI unless it is super secret and no one can know about it.
MsHwIz
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Re: Walker Help

Post by MsHwIz »

well it bobs up and down like it is walking but no legs
Post a pic from XSI unless it is super secret and no one can know about it.
well here is the picture and it isnt SUPER SECRET or I wouldnt be talking about it here would I? :wink:
Hidden/Spoiler:
Image
FragMe!
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Re: Walker Help

Post by FragMe! »

Is that all one mesh of a few separate meshes.

If they are separate you should merge them all into 1 mesh and re-envelope that.
Good news is you do not have to redo the anims. You also include the boneroot as part of the envelope objects and envelope the main box to it.

Other thing you may want to check in game is go to freecam and go PGDN to go below the ground you may find your legs there.
MsHwIz
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Posts: 73
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Re: Walker Help

Post by MsHwIz »

The Walker is INGAME

video here
http://www.youtube.com/watch?v=6KPwm_kOzTI
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