Resizing Objects via ODF to appear larger in ZE [Solved]

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Ace_Azzameen_5
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Resizing Objects via ODF to appear larger in ZE [Solved]

Post by Ace_Azzameen_5 »

Can somebody how to resize objects via odf so that they appear larger in zeroeditor?

I already know how to scale them in game, but lining them up is very difficult when they are a hundredth of the size in ZE.

P.S.
After this is answered, somebody please add it to the modding FAQ so noone will ever ask this again!
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RE: Resizing Objects

Post by Astute »

It was possible in swbf1, but I don't think scaling works very well in swbf2. I tried scaling something a long time back, but it would fade in and out at different view angles.
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Post by Ace_Azzameen_5 »

It works Astute, I already said that...
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Post by FragMe! »

here is an example odf for making a door twice the size in ZE

Code: Select all

[GameObjectClass]       

ClassLabel  =   "door"
GeometryName    =   "dea1_prop_door2.msh"
GeometryScale    =   2
[Properties]        

GeometryName    =   "dea1_prop_door2"
AnimationName     = "dea1_prop_door"

Animation         =     "open"

AnimationTrigger  =     "hp_door 4.0"

OrdnanceCollision = "p_door"

OpenSound       = "door_open"
CloseSound      = "door_close"
LockedSound     = "vehicle_equip"
FoleyFXGroup    = "metal_foley"
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Post by Ace_Azzameen_5 »

Ah, Geo Scale, thanks.
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Post by FragMe! »

psych0fred
did the scale animation thing to an acklay reduced it by 1/3 looks so cute now. thing is though it is off the ground as if it was still centered (nulled) around the full sized one is there a way to lower it?
Thanks
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Post by Caleb1117 »

Wait... you can scale units too? So a map of migits vs Giants would be possable? 0.o
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Post by FragMe! »

I did create option files (basically for every Acklay mesh I could find) the only thing that didn't appear to do anything was the munge in the animation\vehicle\geo_walk_acklay folder. It does do something but it is on an off screen so fast can't see what it says.
Anyway here some pictures of what I ended up with.

This one is fuzzy cause I zoomed in a bit.
Image
This one shows how much above the water it is.
Image
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Post by FragMe! »

From what I have been able to decern from reading just about anything I can find, except for what will actually tell me what I need to know :roll: collisonscale relates to how much damage it will take from collisions. I have however figured out what it is "walking" on by doing as you suggested with bf2modtools and looking at collisions (that's actually pretty cool and useful)

Image

It seems the p_-so parts don't respond to the scale factor in the option file. I can see the reduced acklay but the other parts are orignal size. I know the p things relate to collision I just can't find the document I read it in. So I'll ask outright is there a switch for scaling these?

Thanks
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Post by Qdin »

look in the Wookies' .odf's :) if I remember right there are also lines for collisionscal eand geometryscale in case you could use it. I don't have the files right here, so I can't check for myself :?
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