FragMe!'s ATPT

Releasing the source files for your mod or map? Post em' here. (Applies to both SWBF1 & SWBF2)

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FragMe!
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Re: FragMe!'s ATPT

Post by FragMe! »

For now let's just get back to saying how great the model is before we try to change it.

The decision about the rest will be at a later date.
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Re: FragMe!'s ATPT

Post by Fiodis »

....I don't believe I've mentioned yet that it's a great model. :D
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Re: FragMe!'s ATPT

Post by Lagomorphia »

FragMe! wrote:For now let's just get back to saying how great the model is before we try to change it.

The decision about the rest will be at a later date.
Yes sir, awesome model sir, staple in my maps now, sir. :D

EDIT: If they're fighting against clone troopers, the clones will refer to them as AT-STs. It's interesting enough that clones have AT-ST dialogue.
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Re: FragMe!'s ATPT

Post by THEWULFMAN »

Lagomorphia wrote:It's interesting enough that clones have AT-ST dialogue.

You would be surprised how much unused stock VO there is.


Ontopic

Its of course and awesome model, and awesome texture. I have no desire to change them at all. Only attributes would ever be needed to be changed.
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Re: FragMe!'s ATPT

Post by Jendo7 »

Thanks for releasing this FragMe!, an absolutely superb model. :thumbs:
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Re: FragMe!'s ATPT

Post by Bonecrusher16O »

AWSOME!!!!!
Downloading now! :D
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Re: FragMe!'s ATPT

Post by maxloef »

FragMe! wrote:For now let's just get back to saying how great the model is before we try to change it.

The decision about the rest will be at a later date.

thats a bit arrogant dont you think.

Its great but prettymuch useless for any good modder when its already munged..
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Re: FragMe!'s ATPT

Post by THEWULFMAN »

maxloef wrote:
FragMe! wrote:For now let's just get back to saying how great the model is before we try to change it.

The decision about the rest will be at a later date.

thats a bit arrogant dont you think.

Its great but pretty much useless for any good modder when its already munged..
-fixed

If you are a good modder then you would know how to use it in its munged format. It is up to him how we use it, count yourself lucky that you get to use it at all.
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Re: FragMe!'s ATPT

Post by Eggman »

maxloef wrote:
FragMe! wrote:For now let's just get back to saying how great the model is before we try to change it.

The decision about the rest will be at a later date.

thats a bit arrogant dont you think.

Its great but prettymuch useless for any good modder when its already munged..
There's this thing called sarcasm, you know.
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Re: FragMe!'s ATPT

Post by maxloef »

THEWULFMAN wrote:
maxloef wrote:
FragMe! wrote:For now let's just get back to saying how great the model is before we try to change it.

The decision about the rest will be at a later date.

thats a bit arrogant dont you think.

Its great but pretty much useless for any good modder when its already munged..
-fixed

If you are a good modder then you would know how to use it in its munged format. It is up to him how we use it, count yourself lucky that you get to use it at all.
Allright then you tell me how i can add diferent weapons, sounds or any sort of skin to it when its munged....
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Re: FragMe!'s ATPT

Post by THEWULFMAN »

maxloef wrote: Allright then you tell me how i can add diferent weapons, sounds or any sort of skin to it when its munged....
I could tell you how, but I dont really feel like it. I guess I am arrogant that way. In any case, you shouldn't be adding different weapons, sounds, or change the skin to it without the authors permission. So just because I know how to edit those, doesnt mean they should be edited.
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Re: FragMe!'s ATPT

Post by maxloef »

THEWULFMAN wrote:
maxloef wrote: Allright then you tell me how i can add diferent weapons, sounds or any sort of skin to it when its munged....
I could tell you how, but I dont really feel like it. I guess I am arrogant that way. In any case, you shouldn't be adding different weapons, sounds, or change the skin to it without the authors permission. So just because I know how to edit those, doesnt mean they should be edited.
Well when something in the way the explosions in my case and weapons are done in my map i think it should be changed, im not critisizing Fragme's model its great but some source files on weapons and such would make of fellow moders easier.

thats the whole deal of this forum area to share....
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Re: FragMe!'s ATPT

Post by THEWULFMAN »

maxloef wrote:thats the whole deal of this forum area to share.... what the author sees fit to share.

-Fixed
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Re: FragMe!'s ATPT

Post by FragMe! »

We will stop this debate right now.

Arrogant or not I spent a lot and I mean a lot of time one this model, the last one I released the assets for ended up on someone Sketchup site as his own model. I do not want this to happen with this model.

If the munged files do not fulfill your needs you do have a choice. Don't use them.

Next time someone brings this up I will lock this topic.
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Re: FragMe!'s ATPT

Post by Xavious »

maxloef wrote:
THEWULFMAN wrote:
maxloef wrote: Allright then you tell me how i can add diferent weapons, sounds or any sort of skin to it when its munged....
I could tell you how, but I dont really feel like it. I guess I am arrogant that way. In any case, you shouldn't be adding different weapons, sounds, or change the skin to it without the authors permission. So just because I know how to edit those, doesnt mean they should be edited.
Well when something in the way the explosions in my case and weapons are done in my map i think it should be changed, im not critisizing Fragme's model its great but some source files on weapons and such would make of fellow moders easier.

thats the whole deal of this forum area to share....
If the weapons are all you need to change, you could load the AT-PT from the munged lvl file and create a separate odf file for it in your own side, using the munged AT-PT as the ClassParent. From there, you can add the lines for weapons as needed, and they'll overwrite the ones used by default.
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Re: FragMe!'s ATPT

Post by FragMe! »

Here is the atpt.odf file, the weapons aren't anything more than renamed weapons from the rep_walk_oneman_atst and the Imp Atst
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "walker"
GeometryName = "atpt.msh"

[Properties]

//***********************************************
//*********** VEHICLE VALUES AND INFO *********
//***********************************************


WALKERSECTION = "BODY"
VehicleType = "medium"
Label = "ATPT"
AISizeType = "MEDIUM"
NoCombatInterrupt = "1"
ReserveOneForPlayer = "0"

GeometryName = "atpt"
AnimationName = "atpt"
ExplosionName = "walk_atpt_exp"
ExplosionOffset = "0.0 5.9058 0.1833"
DeathAnimationExplosion = "atat_explosion"
DeathAnimationExplosionTime = "1.5"
FinalExplosion = "walk_atpt_finalexp"
FinalExplosionOffset = "5.5808 1.9066 -0.8685"

//AnimatedPilotPosition = "hp_active"
//PilotAnimation = "drive"

CockpitTension = 15
//ForceMode = "2"
EyePointOffset = "0.0 4.0 8.0"

DeathDustEffect = "ginormousdustcloud"
DeathDustDelay = "5.1"
DeathDustOffset = "0.0 0.0 0.0"

MapTexture = "atpt_icon"
HealthTexture = "HUD_atpt_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = "2.0"



TimeRequiredToEject = "10.0"
EjectResistance = "0.03"
TimeTilReboard = "5.0"

NoCombatInterrupt = "1"
AICollisionRadius = "2.0"
AIUseHoverPhysics = "1"

MaxTerrainAngle = "30.0"

Acceleraton = "2.4"
MaxSpeed = "8.0"
MaxStrafeSpeed = "3.5"
MaxTurnSpeed = "0.6"

StoppedTurnSpeed = "0.8"
ForwardTurnSpeed = "0.6"
BoostTurnSpeed = "0.4"
TurnThreshold = "0.6"

SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more intuitively this way
ThrustAngleToStrafe = "87" //should match yaw limit or 0.0
ThrustAngleToTurn = "88" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "89" //thrust angle to turn in place

LegRayHitLength = "5"

EnergyBar = 80
EnergyAutoRestore = 9.0
EnergyBoostDrain = 20
BoostSpeed = 15
BoostAcceleration = 100.0
BoostFOV = 60


//***********************************************
//*********** CAMERA VALUES *******************
//***********************************************


TrackCenter = "0.0 2.5 -2.0"
TrackOffset = "0.0 2.0 10.0"
TiltValue = "6.0"
AimValue = "0.8"
AutoAimYLimits = "-0.9 0.9"


MaxPitchSpeed = "0.4"
MaxTurnSpeed = "1.0"
MaxYawSpeed = "1.0"

PCMaxYawSpeed = 1.0
PCMaxTurnSpeed = 1.5
PCPitchRate = 1.2

TurretNodeName = "aimer_turret"
YawLimits = "-45 45"
PitchLimits = "-27.5 15"
PitchTurnFactor = "0"


TurnRate = "2.8"
//TurnFilter = "3"
PitchRate = "0.7"
//PitchFilter = "10"
//PitchDamp = "10"

//***********************************************
//*********** MAIN WEAPON VALUES **************
//***********************************************

NoCombatInterrupt = 0

WEAPONSECTION = 1

WeaponName = "weap_walk_atpt_cannon_head"
WeaponAmmo = "0"

TurretNodeName = "aimer_topgun_y"

PitchTurnFactor = "0.0"

AimerNodeName = "aimer_topgun_x"
AimerPitchLimits = "-35 30"
AimerYawLimits = "-45 45"
FireOutsideLimits = "0"
FirePointName = "hp_fire1"

NextAimer = "-"

AimerNodeName = "aimer_topgun_x"
AimerPitchLimits = "-35 30"
AimerYawLimits = "-45 45"
FireOutsideLimits = "0"
FirePointName = "hp_fire2"

WEAPONSECTION = 2
AimerNodeName = "aimer_cannon"

WeaponName = "weap_walk_atpt_cannon"
WeaponAmmo = "6"

AimerYawLimits = "0 0"
AimerPitchLimits = "-30 20"
FirePointName = "hp_fire3"


WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"


TEMP_AnimationSpeed = "1.0"
TEMP_Type = "0"

TerrainCollision = "p_l_foot"
TerrainCollision = "p_r_foot"

//******************************************
//*********** EFFECT VALUES **************
//******************************************

StompEffect = "com_sfx_walkerstomp"
//StompDecal = "decal_atst_footprint"



LegPairCount = "1"

WalkerLegPair = "LEGS"

LegBoneLeft = "bone_l_calf"
LegBoneRight = "bone_r_calf"

LegBoneTopLeft = "bone_l_thigh"
LegBoneTopRight = "bone_r_thigh"

TerrainLeft = "p_l_foot"
TerrainRight = "p_r_foot"

FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"

//***********************************************
//*********** DAMAGE VALUES *******************
//***********************************************

MaxHealth = "6000.0"
HitLocation = "p_crithit 4.0"

DamageStartPercent = 75.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_l_calf"

DamageStartPercent = 75.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_r_calf"

DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_l_foot"

DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_r_foot"

//***********************************************
//*********** DAMAGE EFFECT VALUES ************
//***********************************************

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "atpt_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.65
ChunkStickiness = 0.25
ChunkSpeed = "15.0"
ChunkUpFactor = "7.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "atpt_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 1.0"
ChunkBounciness = 0.35
ChunkStickiness = 0.45
ChunkSpeed = "9.0"
ChunkUpFactor = "5.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "atpt_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkBounciness = 0.25
ChunkStickiness = 0.25
ChunkSpeed = "6.0"

//*****************************************
//*********** SOUND VALUES **************
//*****************************************

VOUnitType = 49
FootstepSound0 = "com_weap_layered_at_step"
FootstepSound1 = "com_weap_layered_at_step"
HydraulicSound = "atst_leg_up"
HydraulicSoundHeight = "0.2"
HydraulicLowerSound = ""
//HydraulicLowerHeight = "0.5"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
AllMusic = "all_vehicle"
ImpMusic = "imp_vehicle"
CisMusic = "cis_vehicle"
MusicSpeed = "0.2"
MusicDelay = "4.0"
EngineSound = "atst_engine_parameterized"
TurnOnSound = ""
TurnOnTime = "1.0"
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = "5.0"
//FoleyFXClass = "imp_walk_atst"
FoleyFXGroup = "metal_foley"[/code]
Here is a link to the odf files.

ATPT odf files

The msh, tgas and anim files are NOT going to be released at this time.
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Re: FragMe!'s ATPT

Post by naru1305 »

wow, thank you so much for this FragMe, this is very useful :bowdown:
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Re: FragMe!'s ATPT

Post by Jendo7 »

Sorry for the bump but I was just wondering how you localize this. I put a scope of fme, and atpt key under entity but it didn't work.

Thanks.

Edit: Nevermind it's simple, I don't know why I didn't get it first time.

Just put the key > atpt under entity, and name it AT-PT.
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Re: FragMe!'s ATPT

Post by MandeRek »

I'm not yet bumping this by replying, which is why I reply!

Absolutely amazing. I've done some things with walkers myself, and I always needed FragMe! for help, it's so nice to see such talented modders on a forum, who perform work completely from scratch, referencing and searching 'The Unknown Anim-MSH files-Region' (walkers are haaaard to get properly animated without CTD'ing you) and releasing it as well.

I'm using this already in my only map i'm ever gonna release! Fantastic! And I really like the death-anim. Also the fact that it explodes real epic after the deadanim has finished, dunno if that's just how the game works or if you did it, but I noticed it and love it! :D

:thumbs:
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Re: FragMe!'s ATPT

Post by FragMe! »

Since it has been over a year since the original release I decided to go ahead and release the unmunged assets for the ATPT.
This includes the complete side files, msh, tga odfs etc as well there is the unmunged animation msh files just in case there are needed to munge for SWBF1. Although I have not tried munging to 1 so there is no guarantee that they will work but you're welcome to try.

Please read the new readme.txt in the zip.

Enjoy

Unmunged ATPT files
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