Unit looks strange after -scale 2.0 [Solved]

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Cerfon Rournes
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Unit looks strange after -scale 2.0 [Solved]

Post by Cerfon Rournes »

Hey GT!
I scaled up Deviss's AT-RT driver, by adding -scale 2.0 to It's msh.option. However, It looks very strange in-game...
Hidden/Spoiler:
Image
Anyone know what the problem is?/How to fix?
Thanks :)
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Re: Unit looks strange after -scale 2.0

Post by Deviss »

you scaled up model, but not anim :S that is the problem i think :)
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Re: Unit looks strange after -scale 2.0

Post by Press_Tilty »

Scaled model, but no skeleton is my guess.
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Re: Unit looks strange after -scale 2.0

Post by Cerfon Rournes »

Deviss wrote:you scaled up model, but not anim :S that is the problem i think :)
So I would need to make new animations and add the line:@call ..\munge_animation.bat "/keepframe0 /scale 2.0 /dest ****.zaf" Sides\***: ?
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Re: Unit looks strange after -scale 2.0

Post by Deviss »

well i always scaled up models with special anims like SBD, magnaguard etc :S but please try adding this line into your unit odf:

SkeletonRootScale = "2.0"

:D
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Re: Unit looks strange after -scale 2.0

Post by Cerfon Rournes »

It didn't work. :(
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Re: Unit looks strange after -scale 2.0

Post by DarthD.U.C.K. »

Cerfon Rournes wrote:
Deviss wrote:you scaled up model, but not anim :S that is the problem i think :)
So I would need to make new animations and add the line:@call ..\munge_animation.bat "/keepframe0 /scale 2.0 /dest ****.zaf" Sides\***: ?
exactly, theres no difference to scaling up other units
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Re: Unit looks strange after -scale 2.0

Post by Cerfon Rournes »

I tried scaling up the animations....no difference.
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Re: Unit looks strange after -scale 2.0

Post by THEWULFMAN »

why has no one posted the link to the FAQ topic about this?
Scaling up Animations
read all of it to get it working
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Re: Unit looks strange after -scale 2.0

Post by Cerfon Rournes »

THEWULFMAN wrote:why has no one posted the link to the FAQ topic about this?
Scaling up Animations
read all of it to get it working
I read that before I even started this topic: :(
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Re: Unit looks strange after -scale 2.0

Post by THEWULFMAN »

well then, if you did EVERYTHING that was in that thread it would work, which means
a, you made a mistake
or b, you didnt follow everything in the thread, if you follow everything thats in this post
Hidden/Spoiler:
[quote="FragMe!"]so I spent 10 minute on this before going out to my brothers to eat some turkey, and sorry to do this to you but...

Image

It is twice the size and the animations are fine (well except it goes about 6 inches off the ground when it runs) and the fire points and camera positions need to be changed for the bigger size. But other than that.

All I did was in my junk map (everyone should have one of these) I did it in three steps so I could tell what was up for each. Should be said I did this to the unmodifed sbdroid in the CIS side.
First I made edited the cis_inf_sbdroid.msh.option file to put in the scale 2.0 and munged. went into the game and it was bigger but had funky legs.
Next I changed the cis_inf_rifleman.odf (this is the one used for the SBD) and added the SkeletonRootScale = "2.0" line. Munged again and it still looked funny.
Then I went and added the /scale 2.0 to the munge.bat in the cis/sbdroid directory
and added the AnimationName = "sbdroid" to the above mentioned odf (although that is only required if you have changed the default name of the amin file. And as seen in the picture that is what I got[/quote]
it will work
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Re: Unit looks strange after -scale 2.0

Post by Cerfon Rournes »

THEWULFMAN wrote:well then, if you did EVERYTHING that was in that thread it would work, which means
a, you made a mistake
or b, you didnt follow everything in the thread, if you follow everything thats in this post
Hidden/Spoiler:
[quote="FragMe!"]so I spent 10 minute on this before going out to my brothers to eat some turkey, and sorry to do this to you but...

Image

It is twice the size and the animations are fine (well except it goes about 6 inches off the ground when it runs) and the fire points and camera positions need to be changed for the bigger size. But other than that.

All I did was in my junk map (everyone should have one of these) I did it in three steps so I could tell what was up for each. Should be said I did this to the unmodifed sbdroid in the CIS side.
First I made edited the cis_inf_sbdroid.msh.option file to put in the scale 2.0 and munged. went into the game and it was bigger but had funky legs.
Next I changed the cis_inf_rifleman.odf (this is the one used for the SBD) and added the SkeletonRootScale = "2.0" line. Munged again and it still looked funny.
Then I went and added the /scale 2.0 to the munge.bat in the cis/sbdroid directory
and added the AnimationName = "sbdroid" to the above mentioned odf (although that is only required if you have changed the default name of the amin file. And as seen in the picture that is what I got


it will work[/quote]
k...I'll try again........................
*EDIT*
Got it working :mrgreen: Thanks THEWULFMAN!
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