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Doors

Posted: Tue Jun 30, 2009 6:32 pm
by Frog
whenever i add doors to my mustafar map it crashes swbf so when me and jango looked at the classlabel it says "door" and swbf dont got those so wat would we make the classlabel?

Re: Doors

Posted: Tue Jun 30, 2009 7:41 pm
by AceMastermind
Frog wrote:..wat would we make the classlabel?
Try:
animatedprop
it seems to support the same properties as "door" in SWBF2.
You may have to edit the AnimationTrigger line in the ODF as well.

EDIT
Well it turns out SWBF does indeed support the "door" classlabel as can be seen in Jabbas Palace assets.
tat3_prop_celldoor.odf:
Hidden/Spoiler:
[code][GameObjectClass]

ClassLabel = "door"
GeometryName = "tat3_prop_celldoor.msh"


[Properties]

GeometryName = "tat3_prop_celldoor"
AnimationName = "tat3_prop_celldoor"

Animation = "open"

AnimationTrigger = "hp_doorradius 2.0"

OrdnanceCollision = "p_door"

OpenSound = "door_open"
CloseSound = "door_close"
FoleyFXGroup = "stone_foley"

[/code]
tat3_prop_celldoor animations include a basepose, idle and open msh file whereas mus1_prop_door_tri only has a basepose and open msh file.
I assume SWBF needs an idle animation which the Mustafar door does not have, a new animation would have to be made to get the Mustafar door working properly in SWBF.

Re: Doors

Posted: Tue Jun 30, 2009 8:55 pm
by Frog
Hidden/Spoiler:
[GameObjectClass]

ClassLabel = "animatedprop"
GeometryName = "mus1_prop_door_tri.msh"


[Properties]

GeometryName = "mus1_prop_door_tri"
AnimationName = "mus1_prop_door_tri"

Animation = "open"

AnimationTrigger = "hp_door 4"

OrdnanceCollision = "p_door"

OpenSound = "door_open"
CloseSound = "door_close"
LockedSound = "vehicle_equip"
FoleyFXGroup = "metal_foley"
thats my mus1_prop_door_tri.odf file and animatedprop still crashed it

Re: Doors

Posted: Tue Jun 30, 2009 9:27 pm
by jango
i tried that but it crashed so i just made it a normal prop

Re: Doors

Posted: Wed Jul 01, 2009 12:11 pm
by Frog
it still crahes even with prop label

EDIT: if u rename the classlabel "prop" and add the animation from your swbf2 map file
like "mus1_prop_door_tri.anims" or its zafbin file it should work

Re: Doors

Posted: Thu Jul 02, 2009 1:27 pm
by MasterFang1
why not just look at the animated doors from jabbas palace in SWBF1 and change what is necessary?

Re: Doors

Posted: Thu Jul 02, 2009 3:05 pm
by Frog
well i did that but the doors still needed there special animation i guess