Aalyas Tentacles, Luke Anims??

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maxloef
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Aalyas Tentacles, Luke Anims??

Post by maxloef »

Hey guys im trying to get aalya secura to have Lukes anims on aalya secura but the tenticles are streched down...

i followed this tuturial which i found with "search" but it didnt work...

would apriciate some help
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Maveritchell
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Re: Aalyas Tentacles, Luke Anims??

Post by Maveritchell »

Here's an animation set I munged, not sure if it works.
Try it out (make sure to set the AnimationName = "aaylaluke" + check spelling!)

http://files.filefront.com/aaylalukerar ... einfo.html

If it does work, all I did was follow Saitek's instructions. I know I've used them before and had no problem.
maxloef
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Re: Aalyas Tentacles, Luke Anims??

Post by maxloef »

Nope doesnt work....

Heres the saber odf:
Hidden/Spoiler:
[code][WeaponClass]

ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]

//ExplosionName = "rep_weap_inf_kiyadi_exp"

GeometryName = "rep_weap_inf_saber_aayla"
ComboAnimationBank = "human_sabre melee all_hero_luke_jedi"

FirePointName = "hp_fire"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
LightSaberTexture = "bluelightsabre"
LightSaberTrailColor = "7 85 255 128"[/code]
hers aaylas odf
Hidden/Spoiler:
[code]
[GameObjectClass]
// Base class for all soldiers, inherits from base type soldier
ClassLabel = "soldier"
GeometryName = "rep_inf_aaylasecura.msh"

[Properties]
NumTentacles = "2"
BonesPerTentacle = "3"
TentacleCollType = "0"

AnimationName = "aaylaluke"

AISizeType = "HOVER"

GeometryName = "rep_inf_aaylasecura"
GeometryLowRes = "rep_inf_aaylasecura_low1"

//JetJump

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 = 25.0
CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

///JetJumpEnd


WEAPONSECTION = 1
WeaponName1 = "rep_weap_lightsaber_aaylasingle"
WeaponAmmo1 = 0

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

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

///SOUND
SndHeroSelectable = ""
SndHeroSpawned = "hero_secura_spawn"
SndHeroDefeated = "hero_secura_exhausted"
SndHeroKiller = "hero_secura_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_secura_AcquiredTarget AcquiredTarget"
VOSound = "hero_secura_KillingSpree4 KillingSpree4"

VOUnitType = 189
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"

HealthType = "person"

MaxHealth = 1200.0

NoEnterVehicles = 0

// when dead, kneel
FleeLikeAHero = 0

// Movement defaults
// These are values for an average class - some soldiers will override these
MaxSpeed = 9.0 // base forward speed
MaxStrafeSpeed = 6.6 // base right/left speed
MaxTurnSpeed = 6.0 // base turn speed
JumpHeight = 3.5 // base jump height in meters
RecoverFromTumble = "1"

BlurEffect = "0.8" //motion blur effect for force run

// Speed multipliers for various actions
JumpForwardSpeedFactor = 1.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 1.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 1.5 // in forward arc, boost speed by this factor when rolling

// Apparently contant for all or most classes:
Acceleration = 70.0 // accelerate to full run in about 7/70 = 0.1 seconds
SprintAccelerateTime = 0.35 // accelerate from run to sprint in this time

// ControlSpeed = "<stance> <thrustfactor> <strafefactor> <turnfactor>"
// For grounded states (stand, crouch, prone, sprint) and jet state,
// in which the thrust/strafe stick controls the player's velocity,
// these values are multipliers on the max speed and acceleration.
// For flying states (jump, roll, tumble), in which the thrust/strafe stick
// applies an acceleration, these values only multiply the acceleration.

ControlSpeed = "stand 1.00 1.00 1.00"
ControlSpeed = "crouch 0.70 0.60 1.00"
ControlSpeed = "prone 0.30 0.20 0.50"
ControlSpeed = "sprint 2.50 0.50 0.50"
ControlSpeed = "jet 1.50 1.25 1.25"
ControlSpeed = "jump 0.10 0.10 0.60"
ControlSpeed = "roll 0.02 0.02 0.35"
ControlSpeed = "tumble 0.00 0.00 0.10"

// Energy bar defaults
EnergyBar = 100.0 // Max energy
EnergyRestore = 15.0 // energy regained per second if moving
EnergyRestoreIdle = 25.0 // energy regained per second if not
EnergyDrainSprint = 15.0 // energy spent per second of sprinting
EnergyMinSprint = 20.0 // min energy to start sprinting
EnergyCostJump = 0.0 // energy cost to jump
EnergyCostRoll = 25.0 // energy cost to roll

FirstPersonFOV = "70"
ThirdPersonFOV = "65"

CAMERASECTION = "STAND"
EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 1.7 0.0"
TrackOffset = "0.0 0.0 5.2"
TiltValue = "10"

CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"

CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "PRONE"
EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"
CameraBlendTime = "1.0"

CAMERASECTION = "PRONEZOOM"
EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 4.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.20
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.15[/code]
before u ask..yes the tenticle odfs are in the odf folder
maxloef
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Re: Aalyas Tentacles, Luke Anims??

Post by maxloef »

Any help would really be apriciated :)
MandeRek
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Re: Aalyas Tentacles, Luke Anims??

Post by MandeRek »

Just a suggestion, haven't tested it, but you want luke's animations? Take the aayla folder from the assets, remove everything except for basepose.msh and munge in the name you gave as animation name. I think this should work
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Re: Aalyas Tentacles, Luke Anims??

Post by EGG_GUTS »

Hmmmmmm, That's odd cuz the Gungans have the same problem with there tentacles except for the Luke anime.

Try a clean re-munge. I always do that and they seem to work out.
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Re: Aalyas Tentacles, Luke Anims??

Post by MandeRek »

It does? :o
MasterSaitek009
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Re: Aalyas Tentacles, Luke Anims??

Post by MasterSaitek009 »

Unzip this and put it in your munged folder
lukeanims.zip
Add this to your units odf:
AnimationName = "lukeanims"
I tested it and it works.
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