Adding Backpacks/ anything to a model

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
MidnightSpirit
Second Lance Corporal
Second Lance Corporal
Posts: 100
Joined: Mon Aug 15, 2011 1:29 pm
Games I'm Playing :: BF2
xbox live or psn: ApocryphicDeath

Adding Backpacks/ anything to a model

Post by MidnightSpirit »

Okay so I am trying to add an asset onto an existing model.
I was using this http://www.gametoast.com/forums/viewtop ... 27&t=21955
But i got completely lost mostly because the pics aren't working and I do not understand everything the author is saying.
So I was wondering if simply adding the code line to the msh file would work? it hasn't so far though.
What I did was download Ande's TCW cold assault trooper and have been trying to open the backpack option file, copy the line, and paste it at the end of the unit's normal msh file using HxD hex editor.
User avatar
Firefang
Major
Major
Posts: 518
Joined: Mon Nov 15, 2010 8:55 pm
Location: California

Re: Adding Backpacks/ anything to a model

Post by Firefang »

The .option file just tells the munger how to munge it. It contains zero info about the model. If the backpack is a separate model, you can add it to a unit like an Add-on msh. (Like the geonosian's wings)
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: Adding Backpacks/ anything to a model

Post by Anakin »

So it's right, you can do it with the addonmesh in the odf, like the geo wings, or you can hex it. if you are using more than 1 addon, you need to hex it.

It's a little bit tricky, i failed ofter in the past, too. But now i got it ;)

So if you want to give it a try i can help you ;) Simply tell me what part you don't understand

These two tutorials are near the same, but in this case you get the addon from an other model and past it in the new one. Also this is only for the kamas, so you don't need the MATI thing. But it's good to understand the basics, how Hex works.
http://www.gametoast.com/forums/viewtop ... 27&t=11141
http://www.gametoast.com/forums/viewtop ... 09#p424009
MidnightSpirit
Second Lance Corporal
Second Lance Corporal
Posts: 100
Joined: Mon Aug 15, 2011 1:29 pm
Games I'm Playing :: BF2
xbox live or psn: ApocryphicDeath

Re: Adding Backpacks/ anything to a model

Post by MidnightSpirit »

But if the addon piece is not a seperate model it can still be added on using those tutorials right?
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: Adding Backpacks/ anything to a model

Post by Anakin »

Of cause. You can edit every chunk to an other modle.
Some are more easy because they are named, other have only chunks called cube1, cube2,.. it's a bit tricky to find the right chunk, but all is possible.
MidnightSpirit
Second Lance Corporal
Second Lance Corporal
Posts: 100
Joined: Mon Aug 15, 2011 1:29 pm
Games I'm Playing :: BF2
xbox live or psn: ApocryphicDeath

Re: Adding Backpacks/ anything to a model

Post by MidnightSpirit »

So if I wanted to avoid hex editing (because its only one addon part) what would I write in the odf file of the unit (say the republic rifleman) to simply load that addon msh to the unit?
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: Adding Backpacks/ anything to a model

Post by AceMastermind »

Addons and MODL chunks are 2 different things in Battlefront terms. Addons contain at least one MODL chunk but can only be attached via unit ODF. MODL chunks are just a piece of a msh file and can only be swapped/added/removed from existing msh files via hex editor or special tool such as ANDEWEGET's MSH Suite, tirpider's SWBF_MSH_INFO or biohazard's mshedit.

If the addon was set up properly in XSI then you only need to follow the instructions for using addons. The example used here is Count Dooku's cape from SWBF1.
http://www.gametoast.com/forums/viewtop ... 27&t=10316
MidnightSpirit
Second Lance Corporal
Second Lance Corporal
Posts: 100
Joined: Mon Aug 15, 2011 1:29 pm
Games I'm Playing :: BF2
xbox live or psn: ApocryphicDeath

Re: Adding Backpacks/ anything to a model

Post by MidnightSpirit »

Okay so what I am trying to do is attach a RC backpack onto a normal trooper.
In the BFX assets the RC is made up of a lot of different parts and as I was gathering these parts I noticed that the pack is a different msh file than the trooper itself and the other tga and tga option files that are connected to it.

there is:
compack.msh
compack.tga
compack.tga.option

I read some of count dooku tut and that prompted me to look at the RC odf

RC Odf:
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "rep_inf_default"


[Properties]
UnitType = "Trooper"
PointsToUnlock = 20
MaxShield = 400
AddShield = 5

MaxHealth = 800.0

RecoverFromTumble = "1"

WEAPONSECTION = 1
WeaponName = "rep_weap_DC-17m_Blaster_Rifle"
WeaponAmmo = 5

WEAPONSECTION = 2
WeaponName = "rep_weap_DC-17m_Sniper_Rifle"
WeaponAmmo = 4

WEAPONSECTION = 3
WeaponName = "rep_weap_DC-17m_Anti-Armour"
WeaponAmmo = 4

WEAPONSECTION = 4
WeaponName = "rep_weap_DC-15s_Blaster_Pistol"
WeaponAmmo = 0

WEAPONSECTION = 5
WeaponName = "rep_weap_Sonic_Grenade"
WeaponAmmo = 2
WeaponChannel = 1

WEAPONSECTION = 6
WeaponName = "com_weap_Wrist_Vibroblade"
WeaponAmmo = 0
WeaponChannel = 1

VOUnitType = 121[/code]


So it never calls for the addon like the dooku tut does (probably because it is added on through hex editing?)

Anyway, is it possible for me to edit the odf to tellthe unit to load compack.msh?
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: Adding Backpacks/ anything to a model

Post by JimmyAngler »

no you need to add in through XSI or hex edit it in. A unit's odf will not do that for you.
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: Adding Backpacks/ anything to a model

Post by AceMastermind »

MidnightSpirit wrote: is it possible for me to edit the odf to tellthe unit to load compack.msh?
Yes, if it was intended to be an addon, which it looks like it might be since it is a separate msh. I also think you're looking in the wrong ODF for the addon code, if indeed it was used as an addon. I can't be 100% sure here since I don't know what files you're working with though.
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: Adding Backpacks/ anything to a model

Post by JimmyAngler »

Wouldn't the addon mesh he's talking about only work with the unit designed to have an addon fixed on its back?
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: Adding Backpacks/ anything to a model

Post by AceMastermind »

You can attach any addon to any unit, but whether or not it looks good is another story.
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: Adding Backpacks/ anything to a model

Post by Anakin »

You are talking about the bfx assets??

I'm about 90% sure there is no seperate msh file for the back pack.

Can you upload the files you mean??
Post Reply