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Cape problem [Solved]

Posted: Sat Dec 08, 2012 12:38 pm
by Grievous
Hello,

I need help to display a character's cape. The character is called Pre Vizsla and it has a cape like Boba Feet. I found it in the forum but its cape doesn't appear.

Has anyone ever had this problem? if yes, how did you do to solve it?

Thank you in advance for your help.

Re: cape problem

Posted: Sat Dec 08, 2012 12:45 pm
by Nedarb7
Could you post Pre Vizsla's odf?

Re: cape problem

Posted: Sat Dec 08, 2012 1:21 pm
by Grievous
this are the 3 odf files for Pre Vizsla
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "cis_inf_Mandalorian_default"
GeometryName = "man_inf_Mandalorian_Commander.msh"

[Properties]

GeometryName = "man_inf_Mandalorian_Commander"
GeometryLowRes = "man_inf_Mandalorian_Commander"
FirstPerson = ""
ClothODF = "cis_inf_Mandalorian_cape"

JetJump = "30.0" //7 //The initial jump-push given when enabling the jet
JetPush = "50.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "120.0" //Acceleration while hovering.
JetEffect = "imp_sfx_jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.20" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.001" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.1" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.2" //minimum fuel to perform a jet jump(fuel is 0 to 1)
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "cloth"

[Properties]
attachedmesh = "man_inf_Mandalorian_Commander"
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_hero_default"


[Properties]
PointsToUnlock = 0
MaxHealth = 800.0

ExplosionName = "cis_inf_droid_exp"
UnitType = "Trooper"

WEAPONSECTION = 1
WeaponName = "cis_weap_inf_sniper_rifle"
WeaponAmmo = 7

WEAPONSECTION = 2
WeaponName = "cis_weap_inf_mortar_launcher"
WeaponAmmo = 3

WEAPONSECTION = 3
WeaponName = "cis_weap_inf_debuff_poison"
WeaponAmmo = 1
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "cis_weap_inf_remotedroid"
WeaponAmmo = 1
WeaponChannel = 1

WEAPONSECTION = 5
WeaponName = "cis_weap_inf_smoke_launcher"
WeaponAmmo = 1

VOUnitType = 093

// the foot height where footstep sounds are played
MinFootHeight = 0.3

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"

Re: cape problem

Posted: Sat Dec 08, 2012 1:27 pm
by Nedarb7
It looks as if you've set it up correctly :?.
Is the name of the cloth odf (just making sure):
cis_inf_Mandalorian_cape

Re: cape problem

Posted: Sat Dec 08, 2012 2:17 pm
by Cleb
Don't you need to hex-edit capes and the like on?

Re: cape problem

Posted: Sat Dec 08, 2012 2:48 pm
by Nedarb7
Not necessarily. Since he downloaded it with the cape on (the asset would not
have came with a cape odf if it hadn't come with a cape) you shouldn't have to
hex-edit anything.

Re: cape problem

Posted: Sat Dec 08, 2012 2:50 pm
by Grievous
the name of the cloth odf is well cis_inf_Mandalorian_cape

Re: cape problem

Posted: Sat Dec 08, 2012 2:59 pm
by Nedarb7
Strange :?. It should be working.
When you downloaded Pre Vizsla he came with the
odf files correct?

Re: cape problem

Posted: Sat Dec 08, 2012 3:26 pm
by Grievous
There was no odf file when I downloaded

Re: cape problem

Posted: Sat Dec 08, 2012 3:58 pm
by SpartanA259
I don't know if this will work but instead of using cis_inf_Mandalorian_cape did you try renaming it to man_inf_Mandalorian_Commander_cape?
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "cis_inf_Mandalorian_default"
GeometryName = "man_inf_Mandalorian_Commander.msh"

[Properties]

GeometryName = "man_inf_Mandalorian_Commander"
GeometryLowRes = "man_inf_Mandalorian_Commander"
FirstPerson = ""
ClothODF = "man_inf_Mandalorian_Commander_cape"

JetJump = "30.0" //7 //The initial jump-push given when enabling the jet
JetPush = "50.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "120.0" //Acceleration while hovering.
JetEffect = "imp_sfx_jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.20" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.001" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.1" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.2" //minimum fuel to perform a jet jump(fuel is 0 to 1)

Re: cape problem

Posted: Sat Dec 08, 2012 4:47 pm
by Nedarb7
Yes rename the cloth odf and the line in Pre Vizsla's odf
and it should work.

Re: cape problem

Posted: Sat Dec 08, 2012 5:55 pm
by Cleb
Nedarb7 wrote:Not necessarily. Since he downloaded it with the cape on (the asset would not
have came with a cape odf if it hadn't come with a cape) you shouldn't have to
hex-edit anything.
Ok my bad. I thought he downloaded the cape by itself and was trying to put it on a his own custom unit. :cpu:

Re: cape problem

Posted: Sat Dec 08, 2012 8:31 pm
by AceMastermind
The cloth ODF name has to be the same as the cloth geometry name in the msh file.
Post a link to the asset you're using so we can give you accurate information.

EDIT
forums/viewtopic.php?f=64&t=24475
Pre Vizsla 1.0

Re: cape problem

Posted: Sat Dec 08, 2012 10:07 pm
by Nedarb7
Actually I have found the asset he is using and the cape geometry name is:
man_inf_Mandalorian_Commander_cape

So that means the name of the cape odf should be (of course):
man_inf_Mandalorian_Commander_cape

And the line in Pre Vizsla's odf (again):
man_inf_Mandalorian_Commander_cape

Re: cape problem

Posted: Sun Dec 09, 2012 5:03 am
by Grievous
Thank you for your help. Since I have renamed the ODF file Pre Vizsla's cape appears.

I also wanted to ask if it's possible to block the view "first Person" of a character?

Re: cape problem

Posted: Sun Dec 09, 2012 5:48 am
by yuke5
I'm not 100% sure, but I think these lines might do it.

Code: Select all

FirstPersonFOV          = "70"
ThirdPersonFOV          = "65"

Re: cape problem

Posted: Sun Dec 09, 2012 6:16 am
by Grievous
I tried, and it doesn't block the view "first Person".

Re: cape problem

Posted: Sun Dec 09, 2012 6:44 am
by Marth8880
Adding ForceMode = 1 to a unit's ODF will remove the first-person view and will force third-person.

Re: cape problem

Posted: Sun Dec 09, 2012 1:53 pm
by Grievous
Thank you, it functions.