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Adding dreadlocks to a unit [Tutorial]

Posted: Tue Dec 18, 2007 8:06 pm
by EGG_GUTS
It's a easy tut. Made by a dumb person for dumb (or smart, your choice) people. It isn't the most useful but I haven't seen another tut for it so I'm the first.


You just move all the odfs and msh of the tentacles from the all folder to the folder your editing.

These files are:
all_inf_wookie_dreads1.odf
all_inf_wookie_dreads2.odf
all_inf_wookie_dreads3.odf
all_inf_wookie_dreads4.odf
all_inf_wookiedreads.msh
all_inf_wookie.tga
Then skin them if you want to (all_inf_wookie.tga)

Open up the Wookie dreads ODFs

Code: Select all

[GameObjectClass]       
ClassLabel          = "cloth"

[Properties]
attachedmesh		= "all_inf_wookie"
CrossConstraint		= 0
ParticleMass		= 2.0
Then Just replace the "all_inf_wookie" with the unit's your editing's .odf name.

Next you have to make a all_inf_wookiedreads.msh.option with Notepad.

( I just opened the all_inf_wookie.msh.option and copyed everything from it and pasted it in the the one your making.) Then Add -scale0.65 so it looks like this

Code: Select all

-nocollision -keepmaterial override_texture -scale 0.65
Then open the unit your editing's Odf and add this (this is Obi-wan's odf I'm using but anyways)
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "rep_inf_ep3obiwan.msh"

[Properties]
AISizeType = "HOVER"

GeometryName = "rep_inf_ep3obiwan"
GeometryLowRes = "rep_inf_ep3obiwan_low1"
AnimationName = "obiwan"
ClothODF = "rep_inf_ep3obiwan_skirt"
//ClothODF = "all_inf_wookie_dreads1"
//ClothODF = "all_inf_wookie_dreads2"
//ClothODF = "all_inf_wookie_dreads3"
//ClothODF = "all_inf_wookie_dreads4"

// the cool bit - Mike Z
AnimatedAddon = "DREADS"
GeometryAddon = "all_inf_wookiedreads"
AddonAttachJoint = "bone_head"
NumTentacles = "4"
BonesPerTentacle = "5"
TentacleCollType = "1"


JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions


WEAPONSECTION = 1
WeaponName1 = "rep_weap_lightsaber_obiwan"
WeaponAmmo1 = 0

WEAPONSECTION = 2
WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1

WEAPONSECTION = 3
WeaponName3 = "com_weap_inf_force_push"
WeaponAmmo3 = 0
WeaponChannel3 = 1

//SOUND
SndHeroSelectable = ""
SndHeroSpawned = "hero_obiWan_spawn"
SndHeroDefeated = "hero_obiWan_exhausted"
SndHeroKiller = "hero_obiWan_exhausted"

VOSound = "rep_off_response_hero_command SC_Follow"
VOSound = "rep_off_response_hero_command SC_StopFollow"
VOSound = "rep_off_response_hero_command SC_VehicleWaitUp"
VOSound = "rep_off_response_hero_command SC_GetIn"
VOSound = "rep_off_response_hero_command SC_GetOut"

VOSound = "hero_obiWan_AcquiredTarget AcquiredTarget"
VOSound = "hero_obiWan_KillingSpree4 KillingSpree4"

VOUnitType = 190
SoldierMusic = "rep_hero_ObiWan_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
//ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "rep_inf_soldier"
Munge your side and your done.

Re: Tut: Adding Dread locks to a unit.

Posted: Tue Dec 18, 2007 9:02 pm
by Xavious
Would this work with Twi'lek tentacles as well?

Re: Tut: Adding Dread locks to a unit.

Posted: Tue Dec 18, 2007 9:37 pm
by MasterSaitek009
No, Lekku are built into to the model of the twi'lek. They're not a separate model.