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Posted: Wed Aug 09, 2006 3:15 am
by archer01
I'm not sure what is up with the animation then... The only thing I could suggest is to do a "find and replace" (make sure ALL instances are changed since there will be mentions of it outside the attack states) of the following string:
and change that line to:
That "should" enforce the full body animation instead of just the upper default, but I've never actually tested something like that. Does it do anything?
Posted: Wed Aug 09, 2006 10:00 am
by Hebes24
Sorry, no change.

oh well.
Posted: Wed Aug 09, 2006 11:07 am
by Xavious
you're using notepad right? it may help to go under edit: replace then replace top and bottom (or whatever) with full.
i did this with my jedi and it fixed it.
Posted: Wed Aug 09, 2006 11:19 am
by Hebes24
the thing is, there is no animations that end in _top or _bottom, it its either full, or nothing. and this combo is just a compilation of other combo files, so there should be nothing wrong.
Posted: Wed Aug 09, 2006 8:11 pm
by archer01
Yet another thing to try:
In the ATTACK3_LAND state, right above the "TurnFactor(0.5);" add this: ThrustFactor(0.0);
Example:
ThrustFactor(0.0);
TurnFactor(0.5);
Does that do anything?
Posted: Thu Aug 10, 2006 2:04 pm
by Hebes24
*exasperated sigh* Nope, still twisting all the way around. darn.

Posted: Thu Aug 10, 2006 6:07 pm
by Hebes24
OK, now I have another problem. I tried to ude a different skin (thanks
Darth_Maul!) but it doesn't work. I used "overridetexture"in the odf. I know it doesn't work for all units, but the line was in the original ODF, so what's the problem?
the only thing in the Bfront2 log was this:
Code: Select all
Message Severity: 2
.\Source\EntitySoldier.cpp(10471)
Soldier jed_inf_jedi has geometry collision
this is the odf:
Code: Select all
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "jed_inf_jedi.msh"
[Properties]
AISizeType = "HOVER"
GeometryName = "jed_inf_jedi"
GeometryLowRes = "jed_inf_jedi_low1"
OverrideTexture = "jaimarukqu6.tga"
AnimationName = "ultra_jedi"
//Jet Jump
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
//Jet Jump End
WEAPONSECTION = 1
WeaponName = "rep_weap_lightsaber_ultra_jedi"
WeaponAmmo = 0
WEAPONSECTION = 2
WeaponName = "com_weap_inf_sabre_throw"
WeaponAmmo = 0
WeaponChannel = 1
WEAPONSECTION = 3
WeaponName = "com_weap_inf_force_push"
WeaponAmmo = 0
WeaponChannel = 1
//SOUND
//SndHeroSelectable = ""
//SndHeroSpawned = "hero_secura_spawn"
//SndHeroDefeated = "hero_secura_exhausted"
//SndHeroKiller = "hero_secura_exhausted"
//VOSound = "hero_secura_AcquiredTarget AcquiredTarget"
//VOSound = "hero_secura_KillingSpree4 KillingSpree4"
VOUnitType = 0181
//SoldierMusic = "rep_hero_secura_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"
do you see what's wrong?
Posted: Fri Aug 11, 2006 12:29 am
by archer01
I thought the ".tga" was assumed in the odf. Was the extension there when you were first editing the file?
As to the combo prob, the only other thing I can think of to do is to restore the original states for that specific attack. What I mean by that is, if you are using Luke's animations for the third attack, copy (only) the third attack related states out of Luke's combo file and overwrite the ones in your edited combo file. That should transfer all the correct timings and settings for the attack animation. Be sure to backup your edited file before hand though, just in case. Also note that for some combo files, attack related states aren't always labeled "ATTACK#". In Luke's case, the "RECOVER3" state is actually part of his third attack.
Aside from that, I can't think of any more suggestions without being able to play around with the file itself. Good luck finding a solution though.
Posted: Fri Aug 11, 2006 9:09 am
by Hebes24
I didn't do anything with attacks 1-3 (and their recovers), it is the same as what Mace Windu has, there is no difference. I don't see why this is a problem.
on the skin thing, It didn't work with .tga or without it.
Posted: Fri Aug 11, 2006 9:13 am
by Xavious
i used jed_inf_jedi01 as override here and here's the odf: (note that jed_inf_jedi01 is the jai maruk skin)
The ODF wrote:// Aayla
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "jed_inf_jedi.msh"
[Properties]
AISizeType = "HOVER"
GeometryName = "jed_inf_jedi"
GeometryLowRes = "jed_inf_jedi_low1"
OverrideTexture = "jed_inf_jedi01"
AnimationName = "aalya"
MaxHealth = 200.0
AddHealth = 20.0
MaxSpeed = 8.0
MaxStrafeSpeed = 6.0
MaxTurnSpeed = 5.0
JumpHeight = 3.5
RecoverFromTumble = "1"
NoEnterVehicles = 1
//Jet Jump
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
//Jet Jump End
WEAPONSECTION = 1
WeaponName1 = "jed_weap_lightsaber_aalya"
WeaponAmmo1 = 0
//SOUND
//SndHeroSelectable = ""
//SndHeroSpawned = "hero_secura_spawn"
//SndHeroDefeated = "hero_secura_exhausted"
//SndHeroKiller = "hero_secura_exhausted"
//VOSound = "hero_secura_AcquiredTarget AcquiredTarget"
//VOSound = "hero_secura_KillingSpree4 KillingSpree4"
VOUnitType = 0181
//SoldierMusic = "rep_hero_secura_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"
This is getting annoying.....
Posted: Fri Aug 11, 2006 9:18 am
by Hebes24
so, you renamed your skin to be jed_inf_jed01 and it worked?
Edit: Yup! that did it! woot!
now if we could just figure out that combo....