RE: Asajj Ventress
Posted: Mon Feb 27, 2006 7:03 pm
- Merge tolerance in the exporter is 1mm or so - any vertices closer together than that are merged into one. We had problems with Boba's helmet so we decreased it, on BF1 it was 1CM or so. If you're using polys smaller than that then, well, you shouldn't be, said our character modeller. :^)
-softskin only works on XBox, so that's not much of an issue for you guys. Sorry...
- To do Force Crush from Ventress' side, you can just replace the OffhandAnimation for FIRE with something else that you make for Ventress - add it to her animation set, and reference it in her combo file - call it whatever you want. Also, if you can get an animation for the person being crushed made, I would use one of two methods to implement it. Keeping in mind that you can create a child weapon of Force Choke, and change the 'SoldierAnimation = "choking"' in the weapon's ODF to whichever animation you want...but to actually ADD that animation I would do one of two things:
1- Works only on melee-wielding units you add it to, but easy: Make your animation myguy_sabre_force_crush or something, add it to your character's animation set, then declare it (Animation("force_crush"); ) in the guy's combo file. If you do that, then the weapon should be able to play it on that specific character, provided our lazy lookup works the way you'd think it does...try having Force Choke play "attack1a" on the person being choked and see if that works against a Jedi, first. :^) Then see if it works against a rifle guy. Note that Grievous has no being-choked animation, so it plays stand_idle for him, and will default to that for anyone if they don't have the animation the weapon wants them to have, which is what it should do against the rifle guy. You MAY be able to add human_force_crush to human_4 and remunge it (and EVERY side!!) and have it work on everyone, but I wouldn't guarantee it.
-or-
2- Harder to do but SHOULD work on everyone. First, note that human_rifle_ is the base animation class for everyone...so what you do is you name your animation, say, human_rifle_prone_getup_stand, which is an animation that the game looks for to load but will never use (because prone is gone forever). And you put that animation in human_0, or human_4, and munge your new animation bank, then remunge all of the sides (hey, I SAID it was hard!) Then you have your weapon use "prone_getup_stand" instead of "choking", and it'll play your new animation.
Note that neither of these is supported or endorsed by me in any way, shape, or form - only suggested. (^.^)
Good luck...
Mike Z
-softskin only works on XBox, so that's not much of an issue for you guys. Sorry...
- To do Force Crush from Ventress' side, you can just replace the OffhandAnimation for FIRE with something else that you make for Ventress - add it to her animation set, and reference it in her combo file - call it whatever you want. Also, if you can get an animation for the person being crushed made, I would use one of two methods to implement it. Keeping in mind that you can create a child weapon of Force Choke, and change the 'SoldierAnimation = "choking"' in the weapon's ODF to whichever animation you want...but to actually ADD that animation I would do one of two things:
1- Works only on melee-wielding units you add it to, but easy: Make your animation myguy_sabre_force_crush or something, add it to your character's animation set, then declare it (Animation("force_crush"); ) in the guy's combo file. If you do that, then the weapon should be able to play it on that specific character, provided our lazy lookup works the way you'd think it does...try having Force Choke play "attack1a" on the person being choked and see if that works against a Jedi, first. :^) Then see if it works against a rifle guy. Note that Grievous has no being-choked animation, so it plays stand_idle for him, and will default to that for anyone if they don't have the animation the weapon wants them to have, which is what it should do against the rifle guy. You MAY be able to add human_force_crush to human_4 and remunge it (and EVERY side!!) and have it work on everyone, but I wouldn't guarantee it.
-or-
2- Harder to do but SHOULD work on everyone. First, note that human_rifle_ is the base animation class for everyone...so what you do is you name your animation, say, human_rifle_prone_getup_stand, which is an animation that the game looks for to load but will never use (because prone is gone forever). And you put that animation in human_0, or human_4, and munge your new animation bank, then remunge all of the sides (hey, I SAID it was hard!) Then you have your weapon use "prone_getup_stand" instead of "choking", and it'll play your new animation.
Note that neither of these is supported or endorsed by me in any way, shape, or form - only suggested. (^.^)
Good luck...
Mike Z