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Resizing units
Posted: Sun Jun 19, 2005 1:57 pm
by Chamboozer
how do I resize a unit? I want to make a super battle droid bigger, and i have not the faintest idea as to where i should begin.
RE: Resizing units
Posted: Sun Jun 19, 2005 2:01 pm
by Gynt_Ryles
I don't know for units, but for props and the AT-AT there is a GeometryScale line. Just enter whatever number you want and that will be how much bigger they get. I haven't tried it, but Majin did. Check his Thule WIP thread.
RE: Resizing units
Posted: Sun Jun 19, 2005 3:06 pm
by theguarder
if u want to rescale a unit like the sbdroid go to the unts odf (cis_inf_super_battledroid.odf) and add
GeometryScale = "1.5" under the GeometryName and "-scale 1.5" in cis_inf_sbdroid.msh.option
RE: Resizing units
Posted: Sun Jun 19, 2005 4:37 pm
by Chamboozer
thanks a lot!
RE: Resizing units
Posted: Sun Jun 19, 2005 4:48 pm
by 11of3
I can`t get rep lander to resize!!
here`s the ODF file
[GameObjectClass]
ClassLabel = "prop"
GeometryName = "rep_lander.msh"
GeometryScale = 2.0
[Properties]
GeometryName = "rep_lander"
LowResModel = "rep_lander_lowrez"
this works for zeroeditorbut not the game
here`s a rep_lander.mshoption file I made
-nocollision -Scale 2.0
and another try rep_lander.msh.option
-nocollision -Scale 2.0
still no joy.what am I doing wrong?
RE: Resizing units
Posted: Sun Jun 19, 2005 7:37 pm
by Rippentuck
I was told by Psych0Fred some time back (when I tried to resize a working ATAT) that you can resize an ATAT as a prop, but that he never tried to do it with an actual working vehicle. He suggested some things that might possibly work, but the problem was that resizing an actual working unit also involves it's animation. In other words, you can't simply resize the odf and expect the animation to follow -- the animation has to be resized too, and that means editing the animation files. I was never able to do it myself.
This is what I remember, anyway. Fred can correct me if I'm mistaken.
Rip
Posted: Sat Jul 23, 2005 4:18 pm
by DeadEdJ
Sorry to bring up an old topic, but im having problems scaling down a landspeeder.
I've added the switch to the mshoption file, and even added the lines for the odf (although I dont think I needed to because that is just for the zeroeditor reference, and all i care about is how it looks in game).
Although the vehicle looks smaller, its collision with objects hasnt changed.
Why is this? I thought the collision geometry was defined in the same file as the visual geometry (ie the model you can see in game), so if i scaled the msh down, it would have a scaled collision model, and a scaled visible model.
What i also dont understand is why its only the collision with objects which hasnt changed. It has perfect collision with people and vehicles for its size, but not objects. Perhaps I dont have a good understanding of the odf files, but i thought that if the collision lines read this:
OrdnanceCollision = "p_collision1"
VehicleCollision = "p_collision1"
SoldierCollision = "p_collision1"
...then however the vehicle collides with people (soldiercollision I'm guessing), then that would be the same as its collision with vehicles, and objects (which im guessing is ordnancecollision), but it will allow a person up to the side, while objects are restricted by an invisible barrier around the speeder?
Can anyone help me?
Posted: Sun Jul 24, 2005 10:01 am
by Qdin
you JUST gave me an idea
hmm...
if you can find all the .msh files for the ATAT, and ALSO the .msh files that contains the animation files
open them with Bconstructor
try to scale ALL the objects in there
but there might be a problem, because when you scale down, it doesnt become smaller in the middle of the object, only where the center is - and that's not always in the middle
but try to scale all the objects in the different .msh files
I think that would work
here is the animation files for the ATAT:
BFBuilder\Assets\Shipped Common Animations\imp_walk_atat
now: that's all the different animations the ATAT has
this is the files you should scale down in Bconstructor
scale ALL the objects down in each .msh file
then copy all the .msh files you've modified into the new folder - maybe called: imp_walk_atat_scaled
then ALSO copy the MS-DOS-batchfile - which is the program called: Munge - into the new folder. run it from there, and it should create zaabin and zafbin files under Munge - these files are required for animations
that should be it
it should work in the theory - I think...

lol - j/k
and btw, all the .msh files should be munged in your Map Folder - so its saved under Animations and also under Munged
try it out, and tell me if it worked
c ya