Just Cloth.
Posted: Sun Sep 09, 2007 8:28 pm
Hey, anyone have a clue of what would cause this?

As you can see, in the unit odf below, I commented out the cloth line, and have renamed the msh.
(also hex edited the tga the msh called.)
and I have the .combo in the odf folder.
Also, he is fully playable unit with all working anim's, no crashes with him or anything.
While I'm at it, who wants to take a guess at why my mini map looks like that.
I'll admit, alot of things graphical are diffrent on my mom's laptom then they are my computer.
But I don't get how that would affect the mini-map, and in that manner.

As you can see, in the unit odf below, I commented out the cloth line, and have renamed the msh.
(also hex edited the tga the msh called.)
Theres one error in the log: (of importance)[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "rep_inf_macewindi.msh"
[Properties]
AISizeType = "HOVER"
GeometryName = "rep_inf_macewindi"
GeometryLowRes = "rep_inf_macewindi_low1"
//ClothODF = "rep_inf_ep3obiwan_skirt"
AnimationName = "kiadimundi"
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 = 40.0
CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions
WEAPONSECTION = 1
WeaponName1 = "kor_weap_lightsaber_kiyadi"
WeaponAmmo1 = 0
WEAPONSECTION = 2
WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1
WEAPONSECTION = 3
WeaponName3 = "com_weap_inf_force_push"
WeaponAmmo3 = 0
WeaponChannel3 = 1
///SOUND
SndHeroSelectable = ""
SndHeroSpawned = "hero_windu_spawn"
SndHeroDefeated = "hero_windu_exhausted"
SndHeroKiller = "hero_windu_exhausted"
VOSound = "rep_off_response_hero_command SC_Follow"
VOSound = "rep_off_response_hero_command SC_StopFollow"
VOSound = "rep_off_response_hero_command SC_VehicleWaitUp"
VOSound = "rep_off_response_hero_command SC_GetIn"
VOSound = "rep_off_response_hero_command SC_GetOut"
VOSound = "hero_windu_AcquiredTarget AcquiredTarget"
VOSound = "hero_windu_KillingSpree4 KillingSpree4"
VOUnitType = 188
SoldierMusic = "rep_hero_Windu_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
//ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "rep_inf_soldier"
He uses (or would be using) Kiadi's anim's which are in the munged folder.Message Severity: 2
.\Source\Combo.cpp(2475)
Combo[ba944832]::State[JUMPATTACK_FALL2]::InputLock unknown input '!Strafe'
and I have the .combo in the odf folder.
Also, he is fully playable unit with all working anim's, no crashes with him or anything.
While I'm at it, who wants to take a guess at why my mini map looks like that.
I'll admit, alot of things graphical are diffrent on my mom's laptom then they are my computer.
But I don't get how that would affect the mini-map, and in that manner.
