New Jawa Skin Resizes the Model?

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Aramil

New Jawa Skin Resizes the Model?

Post by Aramil »

I hope this sounds confusing enough that it sparks some interest...

After successfully completing a really neat Jedi mod, I've decided to take on something a little more challenging. Namely...a Jawas vs. Tuskens mod.

So far, the Jawa units are complete, using combinations of both Alliance and Imperial weapons, and even a Jawa Jedi with the same abilities as in my Jedi Mod. But I have a problem.

In order to differentiate between the separate classes(for the player's ease of recognizing units and all) of the Jawas, I was planning on colouring each classes' robes differently. I've created separate .msh files for each class, in which I've hex-edited a reference to a specific skin(without changing the total number of characters) that matches that unit's type. While this does work, these lines here that I would normally use to scale down the Jawa model:

Code: Select all

SkeletonRootScale                     = "0.6"
SkeletonRootScaleLowRes           = "0.6"
CollisionRootScale                      = "0.6"
...No longer seem to be taking any effect. In other words, the model is now stretched to the size of a regular unit. In fact, I've even changed these values to all read "0.3" and nothing seems to work. Can anyone please offer me any suggestions?
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RE: New Jawa Skin Resizes the Model?

Post by Teancum »

You probably forgot to define the skeleton. What those do is tell the game that any animations from the default model's skeleton need to be scaled to 0.6 to match the Jawa-specific anims. Add:

SkeletonName = "jawa"
Aramil

Post by Aramil »

Nope, sorry, that's not it...the relevant code I use is here(I believe it's very similar to that of the original tat_inf_jawa.odf file):

Code: Select all


[GameObjectClass]
ClassLabel 			= "soldier"
GeometryName		= "all_inf_jawa_jedi.msh"

[Properties]
FootWaterSplashEffect 	= "watersplash_sm"
WaterSplashEffect 	= "watersplash_md"
WakeWaterSplashEffect	= "watersplash_wade"

UnitType		= "pilot"
IconTexture		= "all_pilot_icon"
MapTexture 		= "troop_icon"
MapScale		= 1.4

GeometryName 		= "tat_inf_jawa_jedi"
SkeletonName            = "tat_inf_jawa_jedi"
FirstPerson			= "all\allpilot;imp_1st_scout"
FirstPersonFOV		= "70"
ThirdPersonFOV		= "65"
GeometryLowRes		= "tat_inf_jawa_jedi_low1"
SkeletonLowRes		= "tat_inf_jawa_jedi_lowres"
AnimationName		= "all_inf_snowtrooper"

GeometryScale           = "0.6"
SkeletonRootScale			= "0.6"
SkeletonRootScaleLowRes		= "0.6"
CollisionRootScale		= "0.75"


Some experimentation has revealed that even a renamed copy of the mesh file causes the resize problem - without even changing the .tga references inside. If the mesh keeps it original filename however, the problem does not occur, and I am able to rewrite the mesh for any texture I wish.

In short, I believe it's actually only the rename of the mesh that's causing the problem.

Any ideas? Perhaps there is another way to use multiple skins on one mesh without the OverrideTexture command(the jawa mesh is not designed for it)?

PS. Sorry about the long response wait...I had some trouble with my account password.
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Post by Leviathan »

Alright, Aramil, I do not personally think that modifying the Label of the Star Wars Battlefront Model you have tried to scale down so far might cause problems being comparable to those you have decribed, and that's why I would be tempted to say that they are primarily inherent to a few erroneous Instructions written into the Object Definition File you have associated to this tweaked Playable Character. Therefore, in order to check out this assumption, I would want you to post the whole content of the *.ODF Entity you have generated and intended to the renamed Jawa's Mesh...
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Post by Teancum »

Aramil wrote:Nope, sorry, that's not it...the relevant code I use is here(I believe it's very similar to that of the original tat_inf_jawa.odf file):
[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "all_inf_jawa_jedi.msh"

[...]

SkeletonName = "tat_inf_jawa_jedi"
SkeletonRootScale = "0.6"
SkeletonRootScaleLowRes = "0.6"
CollisionRootScale = "0.75"
This is what I said. The only difference is the BF1 skeleton name. The skeleton resizes the model, SkeletonRoot values scale down the ROOT skeleton (the normal soldier) to match the size of the Jawa so that his animations are not screwy.
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Post by Leviathan »

Off-topic : I assume that you could not take advantage of that much spare-time, Teancum, and that's why I have proceeded to a few modifications of your above message in order to make its Internal Content a little more Organized and Understandable for most of the GameToast members having a look at it, while hoping you won't mind the fact I may have dared one of them, since you seem to be somewhat "Bounded" with the contents you usually share or dispense on this Message-Board... :wink:
Aramil

Post by Aramil »

Alright, Leviathan, here goes...this is the .odf meant for the new mesh:

Code: Select all


[GameObjectClass]
ClassLabel 			= "soldier"
GeometryName		= "all_inf_jawa_jedi.msh"

[Properties]
FootWaterSplashEffect 	= "watersplash_sm"
WaterSplashEffect 	= "watersplash_md"
WakeWaterSplashEffect	= "watersplash_wade"

UnitType		= "pilot"
IconTexture		= "all_pilot_icon"
MapTexture 		= "troop_icon"
MapScale		= 1.4

GeometryName 		= "tat_inf_jawa_jedi"
SkeletonName            = "tat_inf_jawa_jedi"
FirstPerson			= "all\allpilot;imp_1st_scout"
FirstPersonFOV		= "70"
ThirdPersonFOV		= "65"
GeometryLowRes		= "tat_inf_jawa_jedi_low1"
SkeletonLowRes		= "tat_inf_jawa_jedi_lowres"
AnimationName		= "all_inf_snowtrooper"

GeometryScale           = "0.6"
SkeletonRootScale			= "0.6"
SkeletonRootScaleLowRes		= "0.6"
CollisionRootScale		= "0.75"

JetJump 			= "21.0"		//The initial jump-push given when enabling the jet
JetPush 			= "0.0"	//The constant push given while the jet is enabled (20 is gravity)
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)

CollisionScale		= "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 3.5"
TiltValue		= "5.0"

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		= "5.0"

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 		= "PRONE"

EyePointOffset 		= "0.0 0.5 0.0"
TrackCenter 		= "0.0 0.5 0.0"
TrackOffset 		= "0.0 0.0 3.0"
TiltValue		= "5.0"

CAMERASECTION 		= "PRONEZOOM"

EyePointOffset 		= "0.0 0.5 0.0"
TrackCenter 		= "0.0 0.5 0.0"
TrackOffset 		= "0.4 0.2 2.8"
TiltValue		= "3.5"


AimValue 			= "1.0"

HealthType			= "person"
MaxHealth			= 900.0

Acceleraton 			= 70.0
MaxSpeed 				= 8.0
MaxStrafeSpeed 			= 7.2
MaxTurnSpeed 			= 4.0

WeaponName1			= "all_weap_lightsaber"
WeaponAmmo1			= 0
WeaponName2			= "imp_weap_inf_forcechoke"
WeaponAmmo2			= 0
WeaponChannel2          = 1

AimFactorPostureSpecial 	= 50
AimFactorPostureStand 		= 100
AimFactorPostureCrouch 		= 140
AimFactorPostureProne 		= 160
AimFactorStrafe 		= 60
AimFactorMove			= 70



AISizeType			= "SOLDIER"


HurtSound			= "tat_inf_jawa_hurt"
DeathSound              	= "tat_inf_jawa_death"
AcquiredTargetSound     	= "all_inf_com_chatter_acquired"
HidingSound             	= "all_inf_com_chatter_hide"
ApproachingTargetSound  	= "all_inf_com_chatter_approach"
FleeSound               	= "all_inf_com_chatter_flee"
PreparingForDamageSound 	= "all_inf_com_chatter_predamage"
HeardEnemySound         	= "all_inf_com_chatter_heard"
//ShockFadeOutTime      	= "0.8"
//ShockFadeInTime       	= "2.0"
ShockFadeOutGain        	= ""
ShockSound              	= ""
ClothingRustleSound     	= ""
LowHealthSound          	= ""
//LowHealthThreshold      	= ".25"
FoleyFXClass            	= "all_inf_soldier"
AmbientSound			= "com_inf_saber_ambient"

// squad command VO
SCFieldMoveOutSound     = "jawa_chatter"
SCFieldHoldSound		= "jawa_chatter"
SCFieldFollowSound		= "jawa_chatter"
SCDriverGetInSound		= "jawa_chatter"
SCDriverGetOutSound     = "jawa_chatter"
SCPassengerMoveOutSound	= "jawa_chatter"
SCPassengerStopSound    = "jawa_chatter"
SCPassengerGetInSound   = "jawa_chatter"
SCPassengerGetOutSound  = "jawa_chatter"
SCGunnerAllClearSound   = "jawa_chatter"
SCGunnerSteadySound     = "jawa_chatter"
SCGunnerGetInSound		= "jawa_chatter"
SCGunnerGetOutSound		= "jawa_chatter"
SCResponseYessirSound   = "jawa_chatter"
SCResponseNosirSound   = "jawa_chatter"

// AIsquad command VO
AISCFieldMoveOutSound		= "jawa_chatter"
AISCFieldHoldSound			= "jawa_chatter"
AISCFieldFollowSound		= "jawa_chatter"
AISCDriverGetInSound		= "jawa_chatter"
AISCDriverGetOutSound		= "jawa_chatter"
AISCPassengerMoveOutSound	= "jawa_chatter"
AISCPassengerStopSound		= "jawa_chatter"
AISCPassengerGetInSound		= "jawa_chatter"
AISCPassengerGetOutSound	= "jawa_chatter"
AISCGunnerAllClearSound		= "jawa_chatter"
AISCGunnerSteadySound		= "jawa_chatter"
AISCGunnerGetInSound		= "jawa_chatter"
AISCGunnerGetOutSound		= "jawa_chatter"
AISCResponseYessirSound		= "jawa_chatter"
AISCResponseNosirSound		= "jawa_chatter"

DropItemClass 			= "com_item_powerup_ammo"
DropItemProbability 		= 0.40
NextDropItem 			= "-"
DropItemClass 			= "com_item_powerup_health100"
DropItemProbability 		= 0.30
NextDropItem 			= "-"
DropItemClass 			= "com_item_powerup_dual"
DropItemProbability 		= 0.10

The odd thing is, if I edit this file to use the original mesh with the original name, it sizes perfectly.
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Post by Leviathan »

I am rather glad to see that you have been so fast, Aramil, and as I may have perhaps told you earlier, the Issues you are currently experiencing while attempting to call a renamed Jawa's Animated Model through Star Wars Battlefront could be mainly related to the presence of either useless or unrecognized Instructions and Expressions contained into the Object Definition File associated to the targetted Mesh, and that's why I would highly advise you to exploit the following one in order to determine whether scaling down a Doubloon Playable Character is that tough to achieve :

[quote=""all_inf_jawa_jedi.odf""]
[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "all_inf_jawa_jedi.msh"

[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"

UnitType = "pilot"
IconTexture = "all_pilot_icon"
MapTexture = "troop_icon"
MapScale = 1.4

GeometryName = "tat_inf_jawa_jedi"
SkeletonName = "tat_inf_jawa"
FirstPerson = "all\allpilot;imp_1st_scout"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
GeometryLowRes = "tat_inf_jawa_jedi_low1"
SkeletonLowRes = "tat_inf_jawa_lowres"
AnimationName = "all_inf_snowtrooper"

GeometryScale = "0.6"
SkeletonRootScale = "0.6"
SkeletonRootScaleLowRes = "0.6"
CollisionRootScale = "0.75"

JetJump = "21.0"
JetPush = "0.0"
JetFuelRechargeRate = "0.0"
JetFuelCost = "0.0"
JetFuelInitialCost = "0.0"
JetFuelMinBorder = "0.0"

CollisionScale = "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 3.5"
TiltValue = "5.0"

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 = "5.0"

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 = "PRONE"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"

CAMERASECTION = "PRONEZOOM"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

AimValue = "1.0"

HealthType = "person"
MaxHealth = 900.0

Acceleraton = 70.0
MaxSpeed = 8.0
MaxStrafeSpeed = 7.2
MaxTurnSpeed = 4.0

WeaponName1 = "all_weap_lightsaber"
WeaponAmmo1 = 0
WeaponName2 = "imp_weap_inf_forcechoke"
WeaponAmmo2 = 0
WeaponChannel2 = 1

AimFactorPostureSpecial = 50
AimFactorPostureStand = 100
AimFactorPostureCrouch = 140
AimFactorPostureProne = 160
AimFactorStrafe = 60
AimFactorMove = 70

AISizeType = "SOLDIER"

HurtSound = "tat_inf_jawa_hurt"
DeathSound = "tat_inf_jawa_death"
AcquiredTargetSound = "all_inf_com_chatter_acquired"
HidingSound = "all_inf_com_chatter_hide"
ApproachingTargetSound = "all_inf_com_chatter_approach"
FleeSound = "all_inf_com_chatter_flee"
PreparingForDamageSound = "all_inf_com_chatter_predamage"
HeardEnemySound = "all_inf_com_chatter_heard"
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = ".25"
FoleyFXClass = "all_inf_soldier"
AmbientSound = "com_inf_saber_ambient"

// squad command VO
SCFieldMoveOutSound = "jawa_chatter"
SCFieldHoldSound = "jawa_chatter"
SCFieldFollowSound = "jawa_chatter"
SCDriverGetInSound = "jawa_chatter"
SCDriverGetOutSound = "jawa_chatter"
SCPassengerMoveOutSound = "jawa_chatter"
SCPassengerStopSound = "jawa_chatter"
SCPassengerGetInSound = "jawa_chatter"
SCPassengerGetOutSound = "jawa_chatter"
SCGunnerAllClearSound = "jawa_chatter"
SCGunnerSteadySound = "jawa_chatter"
SCGunnerGetInSound = "jawa_chatter"
SCGunnerGetOutSound = "jawa_chatter"
SCResponseYessirSound = "jawa_chatter"
SCResponseNosirSound = "jawa_chatter"

// AIsquad command VO
AISCFieldMoveOutSound = "jawa_chatter"
AISCFieldHoldSound = "jawa_chatter"
AISCFieldFollowSound = "jawa_chatter"
AISCDriverGetInSound = "jawa_chatter"
AISCDriverGetOutSound = "jawa_chatter"
AISCPassengerMoveOutSound = "jawa_chatter"
AISCPassengerStopSound = "jawa_chatter"
AISCPassengerGetInSound = "jawa_chatter"
AISCPassengerGetOutSound = "jawa_chatter"
AISCGunnerAllClearSound = "jawa_chatter"
AISCGunnerSteadySound = "jawa_chatter"
AISCGunnerGetInSound = "jawa_chatter"
AISCGunnerGetOutSound = "jawa_chatter"
AISCResponseYessirSound = "jawa_chatter"
AISCResponseNosirSound = "jawa_chatter"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.40
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.30
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.10
[/quote]
Aramil

Post by Aramil »

That did the trick! Thanks a lot, Leviathan!
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Post by Karnage »

So you can make the model bigger or smaller? Like a giant trooper or a mini-trooper?
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Post by Leviathan »

Off-topic : You have perfectly understood the primary Objective of the Instructions having been supplied thanks to this thread, Karnage, but in my opinion, exploiting the Means described earlier might lead to unexpected Outcomes, as I assume the important changes implied by Star Wars Battlefront Modification Tools on Rescaled Playable Characters are way far from being as much appreciable and realistic as those obtained thanks to the conceiving of a brand-new Mesh using Avid / Softimage|XSI, and that's why I would suggest avoiding to use Scaling Rates being either too much enhanced or reduced...
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Post by Leviathan »

Off-topic : Aramil, while we are at it, I have noticed that you kept considering that the MeSH files associated towards Star Wars Battlefront's Jawa Playable Character could not be affected by "OverrideTexture[#]" Instructions, whereas I have found out a Means you may have not exploited so far, and that's why I prefer providing it to you in order to make sure that you will learn about it and apply this Process as frequently as possible in case of further Needs, additionally to the fact it merely requires the modification of three files you must have probably ever attempted to alter in the Past.
Therefore, that being said, here you go :

[quote=""all_inf_jawa_jedi.odf""]
[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "all_inf_jawa_jedi.msh"

[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"

UnitType = "pilot"
IconTexture = "all_pilot_icon"
MapTexture = "troop_icon"
MapScale = 1.4

GeometryName = "tat_inf_jawa_jedi"
SkeletonName = "tat_inf_jawa"
FirstPerson = "all\allpilot;imp_1st_scout"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
GeometryLowRes = "tat_inf_jawa_jedi_low1"

OverrideTexture = "[Texture's Label]"

SkeletonLowRes = "tat_inf_jawa_lowres"
AnimationName = "all_inf_snowtrooper"

GeometryScale = "0.6"
SkeletonRootScale = "0.6"
SkeletonRootScaleLowRes = "0.6"
CollisionRootScale = "0.75"

JetJump = "21.0"
JetPush = "0.0"
JetFuelRechargeRate = "0.0"
JetFuelCost = "0.0"
JetFuelInitialCost = "0.0"
JetFuelMinBorder = "0.0"

CollisionScale = "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 3.5"
TiltValue = "5.0"

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 = "5.0"

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 = "PRONE"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"

CAMERASECTION = "PRONEZOOM"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

AimValue = "1.0"

HealthType = "person"
MaxHealth = 900.0

Acceleraton = 70.0
MaxSpeed = 8.0
MaxStrafeSpeed = 7.2
MaxTurnSpeed = 4.0

WeaponName1 = "all_weap_lightsaber"
WeaponAmmo1 = 0
WeaponName2 = "imp_weap_inf_forcechoke"
WeaponAmmo2 = 0
WeaponChannel2 = 1

AimFactorPostureSpecial = 50
AimFactorPostureStand = 100
AimFactorPostureCrouch = 140
AimFactorPostureProne = 160
AimFactorStrafe = 60
AimFactorMove = 70

AISizeType = "SOLDIER"

HurtSound = "tat_inf_jawa_hurt"
DeathSound = "tat_inf_jawa_death"
AcquiredTargetSound = "all_inf_com_chatter_acquired"
HidingSound = "all_inf_com_chatter_hide"
ApproachingTargetSound = "all_inf_com_chatter_approach"
FleeSound = "all_inf_com_chatter_flee"
PreparingForDamageSound = "all_inf_com_chatter_predamage"
HeardEnemySound = "all_inf_com_chatter_heard"
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = ".25"
FoleyFXClass = "all_inf_soldier"
AmbientSound = "com_inf_saber_ambient"

// squad command VO
SCFieldMoveOutSound = "jawa_chatter"
SCFieldHoldSound = "jawa_chatter"
SCFieldFollowSound = "jawa_chatter"
SCDriverGetInSound = "jawa_chatter"
SCDriverGetOutSound = "jawa_chatter"
SCPassengerMoveOutSound = "jawa_chatter"
SCPassengerStopSound = "jawa_chatter"
SCPassengerGetInSound = "jawa_chatter"
SCPassengerGetOutSound = "jawa_chatter"
SCGunnerAllClearSound = "jawa_chatter"
SCGunnerSteadySound = "jawa_chatter"
SCGunnerGetInSound = "jawa_chatter"
SCGunnerGetOutSound = "jawa_chatter"
SCResponseYessirSound = "jawa_chatter"
SCResponseNosirSound = "jawa_chatter"

// AIsquad command VO
AISCFieldMoveOutSound = "jawa_chatter"
AISCFieldHoldSound = "jawa_chatter"
AISCFieldFollowSound = "jawa_chatter"
AISCDriverGetInSound = "jawa_chatter"
AISCDriverGetOutSound = "jawa_chatter"
AISCPassengerMoveOutSound = "jawa_chatter"
AISCPassengerStopSound = "jawa_chatter"
AISCPassengerGetInSound = "jawa_chatter"
AISCPassengerGetOutSound = "jawa_chatter"
AISCGunnerAllClearSound = "jawa_chatter"
AISCGunnerSteadySound = "jawa_chatter"
AISCGunnerGetInSound = "jawa_chatter"
AISCGunnerGetOutSound = "jawa_chatter"
AISCResponseYessirSound = "jawa_chatter"
AISCResponseNosirSound = "jawa_chatter"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.40
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.30
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.10
[/quote]

[quote=""tat_inf_jawa_jedi.msh.option""]
[Existing Optional Arguments] -keepmaterial override_texture
[/quote]

[quote=""tat_inf_jawa_jedi_low1.msh.option""]
[Existing Optional Arguments] -keepmaterial override_texture
[/quote]
Aramil

Post by Aramil »

Hey, that's cool! I didn't know you could do that...I've read in the forums that some meshes didn't except overrides. Thanks, I'll definitely put that in my back pocket for later.
Leviathan
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Post by Leviathan »

Off-topic : Rather amazingly, I have got my hands down on this Alternate Means of replacing Textures applied on specified Star Wars Battlefront Playable Characters while completing one Request a GameToast member being equally interested in modifying the above LucasArts® Product asked me to achieve, which was mainly based on the Republic Side shipping with it, and that's why I would advise you to have a look at the "[Hard-Drive's letter]\BFBuilder\Assets\Sides\REP" Directory in order to figure out how this same Pandemic Studios® Design could manage the multiple Textures called on a Common Clone Trooper's Mesh...
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