Non-animated character model odf's

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Taivyx
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Non-animated character model odf's

Post by Taivyx »

I'm having some trouble getting my T3 unit ingame.
I'm repetitively getting these errors in my error log:

Code: Select all

Message Severity: 3
.\Source\DisplaySoldier.cpp(349)
DisplaySoldier 'T3' failed to find animmap human_

Message Severity: 3
.\Source\DisplaySoldier.cpp(240)
DisplaySoldier 'T3' failed to find animmap human_
I'm pretty sure the reason why it's looking for the human animations is because it's parent is com_inf_default, but I'm not sure how to make it NOT look for an animation set.

The T3 appears on the spawn screen, but when I try to spawn, the map crashes.

The unit's odf:
Hidden/Spoiler:
[code][GameObjectClass]

// Base class for all CIS soldiers, inherits from com_inf_default
ClassParent = "com_inf_default"
GeometryName = "t3_gun.msh"

[Properties]
GeometryName = "t3_gun"
GeometryLowRes = "t3_gun"
//SkeletonName = "yoda"
//SkeletonLowRes = "yodalz"
//SkeletonRootScale = "0.342974"
//SkeletonRootScaleLowRes = "0.342974"
//CollisionRootScale = "0.42"


FirstPerson = "CIS\cisbdrd;cis_1st_bdroid"


ExplosionName = "all_droid_r2d2_exp"
HealthType = "droid"

// most droids have funky posture, easiest to put it here
CollisionHeadOffset = "0.0 -0.11 0.05"


ChunkFrequency = 0.6

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "bdroid_chunk1"
ChunkNodeName = "bone_neck"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "bdroid_chunk2"
ChunkNodeName = "bone_l_upperarm"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "bdroid_chunk3"
ChunkNodeName = "bone_l_calf"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "bdroid_chunk4"
ChunkNodeName = "bone_r_thigh"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "bdroid_chunk5"
ChunkNodeName = "bone_a_spine"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0


HurtSound = "cis_inf_com_chatter_wound"
DeathSound = "droid_death"
DamageRegionSound = "cis_inf_com_chatter_wound"
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = ".25"
FoleyFXClass = "cis_inf_droid"

UnitType = "Pilot"

MaxHealth = 400.0
MaxSpeed = 6.0 // base forward speed
MaxStrafeSpeed = 6.0 // base right/left speed
JetJump = "5.0" //7 //The initial jump-push given when enabling the jet
JetPush = "15.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "50.0" //Acceleration while hovering.
JetType = "hover"
JetFuelRechargeRate = "0.12" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.16" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.25" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)


WEAPONSECTION = 1
WeaponName = "blaster_arm"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "all_weap_inf_fusioncutter"
WeaponAmmo = 0
WeaponChannel = 1[/code]
Note: This model has no bones/animations.
Crazy_Ewok
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Posts: 256
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Location: Somewhere in the Midwest

Re: Non-animated character model odf's

Post by Crazy_Ewok »

I did this to make R2 work
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "soldier"
GeometryName = "all_droid_r2d2.msh"

[Properties]
Label = "R2D2"

GeometryName = "all_droid_r2d2"
ExplosionName = "all_droid_R2D2_exp"
MaxHealth = 5000.0
MaxShield = 100.0
AddShield = 25.0
SetAltitude = 0.0

ControlSpeed = "jet 7.50 1.25 1.25"

JetJump = "5.0" //7 //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "30.0" //Acceleration while hovering.
JetEffect = ""
JetType = "hover"
JetFuelRechargeRate = "0.12" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.5" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.25" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)

VehicleType = "light"

MapTexture = "troop_icon"
HealthTexture = "HUD_com_probedroid_health_icon"
MapScale = 1.0

MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100

CollisionScale = 10.0

EnergyAutoRestore = 1.7

ScanningRange = 30.0
TransmitRange = 300.0

Acceleration = 25.0
Deceleration = 3.0
Traction = 22.0
ForwardSpeed = 3.5
ReverseSpeed = 3.5
StrafeSpeed = 0.25

SpinRate = 1.5
TurnRate = 1.5
TurnFilter = 5.0
PitchRate = 2.0
PitchFilter = 5.0
BankAngle = 0.0
BankFilter = 0

EyePointOffset = "0.0 0.5 0.0"
TrackOffset = "0.0 -0.25 1.8"
TiltValue = "5.0"

DestructTrackOffset = "0.0 0.0 18.0"
DestructTiltValue = "10.0"
DestructChargeEffect = "com_sfx_weap_remotedroidcharge2"

PitchLimits = "-50.0 50.0"
YawLimits = "-0.0 0.0"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

WEAPONSECTION = 1
WeaponName = "imp_weap_inf_arccaster"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "rep_weap_droidstop"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_mine_dispenser"
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_inf_hologram"
WeaponAmmo = 0
WeaponChannel = 1

AISizeType = "SOLDIER"

AmbientSound = "remotedroid_engine_lp"
Ambient2Sound = "remotedroid_radio"
HurtSound = ""
DeathSound = ""

CameraHeight = 2.3
CameraDistance = 4.5

TrackOffset = "0.0 0.0 4.5"
NormalDirection = "0.0"
AimValue = "1.0"

\\\\\\\\\\\\ Collision \\\\\\\\\\\\\\

BuildingCollision = "p_buildingsphere"
VehicleCollision = "p_buildingsphere"
OrdnanceCollision = "p_sphere"
SoldierCollision = "p_sphere"[/code]
Taivyx
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Posts: 1706
Joined: Thu Jun 07, 2007 3:34 pm
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Re: Non-animated character model odf's

Post by Taivyx »

Took that odf, changed the geometry names and weapons, still the same errors. :|
Crazy_Ewok
2008 Best Amateur Avatar
Posts: 256
Joined: Wed Jan 23, 2008 6:49 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Somewhere in the Midwest

Re: Non-animated character model odf's

Post by Crazy_Ewok »

Did your odf look exactly like this :?
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "soldier"
GeometryName = "t3_gun.msh"

[Properties]
Label = "R2D2"

GeometryName = "t3_gun"
ExplosionName = "all_droid_R2D2_exp"
MaxHealth = 5000.0
MaxShield = 100.0
AddShield = 25.0
SetAltitude = 0.0

ControlSpeed = "jet 7.50 1.25 1.25"

JetJump = "5.0" //7 //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "30.0" //Acceleration while hovering.
JetEffect = ""
JetType = "hover"
JetFuelRechargeRate = "0.12" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.5" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.25" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)

VehicleType = "light"

MapTexture = "troop_icon"
HealthTexture = "HUD_com_probedroid_health_icon"
MapScale = 1.0

MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100

CollisionScale = 10.0

EnergyAutoRestore = 1.7

ScanningRange = 30.0
TransmitRange = 300.0

Acceleration = 25.0
Deceleration = 3.0
Traction = 22.0
ForwardSpeed = 3.5
ReverseSpeed = 3.5
StrafeSpeed = 0.25

SpinRate = 1.5
TurnRate = 1.5
TurnFilter = 5.0
PitchRate = 2.0
PitchFilter = 5.0
BankAngle = 0.0
BankFilter = 0

EyePointOffset = "0.0 0.5 0.0"
TrackOffset = "0.0 -0.25 1.8"
TiltValue = "5.0"

DestructTrackOffset = "0.0 0.0 18.0"
DestructTiltValue = "10.0"
DestructChargeEffect = "com_sfx_weap_remotedroidcharge2"

PitchLimits = "-50.0 50.0"
YawLimits = "-0.0 0.0"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

WEAPONSECTION = 1
WeaponName = "blaster_arm"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "all_weap_inf_fusioncutter"
WeaponAmmo = 0
WeaponChannel = 1

AISizeType = "SOLDIER"

AmbientSound = "remotedroid_engine_lp"
Ambient2Sound = "remotedroid_radio"
HurtSound = ""
DeathSound = ""

CameraHeight = 2.3
CameraDistance = 4.5

TrackOffset = "0.0 0.0 4.5"
NormalDirection = "0.0"
AimValue = "1.0"

\\\\\\\\\\\\ Collision \\\\\\\\\\\\\\

BuildingCollision = "p_buildingsphere"
VehicleCollision = "p_buildingsphere"
OrdnanceCollision = "p_sphere"
SoldierCollision = "p_sphere"
[/code]
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Maveritchell
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Re: Non-animated character model odf's

Post by Maveritchell »

That might be a weapon issue and not a unit issue. The .odf doesn't have any glaring errors. Try it with just a stock fusioncutter or something.
Taivyx
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Posts: 1706
Joined: Thu Jun 07, 2007 3:34 pm
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Re: Non-animated character model odf's

Post by Taivyx »

Well, I removed the blaster_arm weapon, which I believed was causing the problem.
So, when I went to test it, the T3 had a fusion cutter model floating beside it.

I went back and deleted the lines calling for a Geometry in the T3_fusioncutter.odf, but it now it crashes about a second into the game, usually before I can select a team.

So how would I tell the weapon not to use a model?

T3_fusioncutter.odf

Code: Select all

[WeaponClass]
ClassParent         = "com_weap_inf_fusioncutter"

[Properties]

ChangeModeSound     = "com_weap_inf_equip_med"
WeaponChangeSound   = "com_weap_inf_equip_med"
JumpSound           = "com_weap_inf_rifle_mvt_jump"
LandSound           = "com_weap_inf_rifle_mvt_land"
RollSound           = "com_weap_inf_rifle_mvt_roll"
//ProneSound          = "com_weap_inf_rifle_mvt_lie"
SquatSound          = "com_weap_inf_rifle_mvt_squat"
//StandSound          = "com_weap_inf_rifle_mvt_getup"
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Maveritchell
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Re: Non-animated character model odf's

Post by Maveritchell »

Just use a "null" model. Attached is an invisible grenade mesh (i.e. "null").
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