In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.
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EGG_GUTS
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by EGG_GUTS » Sat Nov 03, 2007 9:34 pm
I'm hoping this will not require XSI.
I want the SBD to walk like vader but still use the standard wrist blasted shot.
I've tried "AnimationName = "vader""
ODF:
Code: Select all
[GameObjectClass]
ClassParent = "cis_inf_default"
[Properties]
AISizeType = "HOVER"
AnimationName = "vader"
WEAPONSECTION = 1
WeaponName = "cis_weap_inf_wrist_blaster"
WeaponAmmo = 5
WEAPONSECTION = 2
WeaponName = "cis_weap_inf_wrist_trishot"
WeaponAmmo = 0
WEAPONSECTION = 3
WeaponName = "cis_weap_inf_wrist_rocket"
WeaponAmmo = 3
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "cis_weap_award_wrist_blaster"
WeaponAmmo = 4
VOUnitType = 083
VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"
VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
I would like the vader skeleton if the anime don't work but it still doesn't work.
Other ODF
Code: Select all
[GameObjectClass]
ClassParent = "cis_inf_default_rifleman"
[Properties]
UnitType = "trooper"
GeometryName = "cis_inf_sbdroid"
GeometryLowRes = "cis_inf_sbdroid_low1"
SkeletonName = "vader"
SkeletonLowRes = "vaderlz"
FirstPerson = "CIS\cissbdrd;cis_1st_sbdroid"
CollisionHeadOffset = "0.0 -0.2 0.0"
So how can I do this?
Thanks
-_-
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Post
by -_- » Sun Nov 04, 2007 2:48 am
Need to munge a completely new animation set.
EGG_GUTS
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by EGG_GUTS » Sun Nov 04, 2007 11:35 am
How would I do that? I Just want to merge them.
Darth_Z13
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by Darth_Z13 » Sun Nov 04, 2007 12:22 pm
Look for a topic posted by Rends in the Modding section about fixing Aayla's tentacles. Saitek posted a tutorial about munging an animation set, if that is what -_- is referring to.
EGG_GUTS
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by EGG_GUTS » Sun Nov 04, 2007 1:17 pm
Ok but how would I create it or merge them?
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by ARC_Commander » Sun Nov 04, 2007 1:22 pm
If you get this working, I should very much like to obtain a copy of the anims.
EGG_GUTS
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by EGG_GUTS » Sun Nov 04, 2007 6:27 pm
ARC_Commander wrote: If you get this working, I should very much like to obtain a copy of the anims.
Well do Arc.
But I have no idea on how or where to start...
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by RAymo » Mon Nov 05, 2007 11:05 pm
i actually want to know this too, but to give the animation to the darktrooper. but i have no clue either
Caleb1117
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by Caleb1117 » Mon Nov 05, 2007 11:16 pm
RAymo wrote: i actually want to know this too, but to give the animation to the darktrooper. but i have no clue either
Actually to give a dark trooper vader's anim doesn't require a new munged anim, just give him vader's like any other unit.
RAymo
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by RAymo » Mon Nov 05, 2007 11:17 pm
i tried that, but there was no change.
Caleb1117
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by Caleb1117 » Mon Nov 05, 2007 11:18 pm
RAymo wrote: i tried that, but there was no change.
Something must have gone wrong then.
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by RAymo » Mon Nov 05, 2007 11:23 pm
yea probably. i guess ill look into it again.
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by ARC_Commander » Tue Nov 06, 2007 9:14 am
A long time ago, ]v[ made Vader anims for the Dark Trooper. I've obtained them, want a copy?
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by DarthD.U.C.K. » Tue Nov 06, 2007 1:42 pm
i would like a copy too, can you please post the link to the new-animation-tutorial of rends?
EGG_GUTS
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by EGG_GUTS » Tue Nov 06, 2007 4:14 pm
ARC_Commander wrote: A long time ago, ]v[ made Vader anims for the Dark Trooper. I've obtained them, want a copy?
I have a feeling ]v[ would be the best to help me but he's gone...
DarthD.U.C.K. wrote: i would like a copy too, can you please post the link to the new-animation-tutorial of rends?
Rends has a tut??
DarthD.U.C.K.
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by DarthD.U.C.K. » Wed Nov 07, 2007 11:48 am
Darth_Z13 wrote: Look for a topic posted by Rends in the Modding section about fixing Aayla's tentacles. Saitek posted a tutorial about munging an animation set, if that is what -_- is referring to.
ive understandet it wrong, sorry
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by Maveritchell » Wed Nov 07, 2007 12:25 pm
This is a quick step-by-step that Saitek wrote about letting characters with abnormal skeletons use other animations. I used this to give Aayla doublesaber animations, but you should be able to use this to give SBD Vader's animations. You may have to do a little fiddling around to get it to work, but I know eventually it worked for me.
http://www.gametoast.com/forums/viewtop ... 27&t=10000
EGG_GUTS
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by EGG_GUTS » Wed Nov 07, 2007 12:42 pm
If I did get it working would it have the wrist blaster anime too?
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by VF501 » Wed Nov 07, 2007 2:00 pm
There is a chance it might not. The wrist blaster odf doesnt specify any special anims and has the com_weap_inf_rifle as its class parent, so I think the game subs the anims for those found in the Unit ODF, so long as they exist in the Unit's specified animation. So since the SBD's skeleton is "sbdroid" and the sbdroid anims contains its own rifle animations, they get used in place of the standard rifle anims. The basepose.msh found in each anim set is the skeleton the unit uses. The SBD has a special skeleton to give it huge shoulders and no neck.
Best bet is to use the SBD base pose, and Vaders Walk anims, and all the rifle anims (except the walking ones) from the SBD set.
Prove me wrong though
. I'd much like to see a SBD walk like it really should.