In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.
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genaral_mitch
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by genaral_mitch » Thu Oct 22, 2009 11:27 pm
I think I pretty much got it, put the msh and tgas in the rep side's msh folder, and added this to the unit's odf:
Code: Select all
[GameObjectClass]
ClassParent = "rep_inf_default_marine"
[Properties]
Label = "Republic Marine"
UnitType = "trooper"
IconTexture = "rep_trooper_icon"
GeometryName = "rep_inf_trooper"
GeometryLowRes = "rep_inf_trooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"
AnimatedAddon = "headpiece"
GeometryAddon = "rep_waz_add_pauldron"
AddonAttachJoint = "bone_ribcage Did I put what I added to it in the wrong place?
501st_commander
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by 501st_commander » Thu Oct 22, 2009 11:28 pm
genaral_mitch wrote: Did I put what I added to it in the wrong place?
yes, its on the back - where the jetpacks are. I think its "bone_head" or something like that...
oh you are mising a "
Last edited by
501st_commander on Thu Oct 22, 2009 11:30 pm, edited 1 time in total.
RogueKnight
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by RogueKnight » Thu Oct 22, 2009 11:29 pm
501st_commander wrote: genaral_mitch wrote: Did I put what I added to it in the wrong place?
yes, it on the back - where the jetpacks are. I think its "bone_head" or something like that...
oh you are mising a "
No, he has the right bone.
genaral_mitch
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by genaral_mitch » Thu Oct 22, 2009 11:32 pm
When I copied it from the odf I must have left out the ". And it's a pualdron, does it really go on the head?
RogueKnight
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by RogueKnight » Thu Oct 22, 2009 11:32 pm
501st_commander wrote: it goes on the ribcage? thats odd..
I believe the ribcage references to the whole torso area.
genaral_mitch
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by genaral_mitch » Thu Oct 22, 2009 11:33 pm
So, do you know why it's not apearing?
501st_commander
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by 501st_commander » Thu Oct 22, 2009 11:41 pm
hmm... nope. Try changing it to "bone_head"
501st_commander
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by 501st_commander » Thu Oct 22, 2009 11:46 pm
hmmm... Now, what i would do (you dont have to), is contact Deviss_Rex and ask him to hex-edit it on that msh file.
RogueKnight
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by RogueKnight » Thu Oct 22, 2009 11:47 pm
genaral_mitch wrote: Doesn't work.
That's because Bone_Head is the wrong bone. Clean, remunge, and try again.
genaral_mitch
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by genaral_mitch » Thu Oct 22, 2009 11:49 pm
It's not that important. What i think might be wrong is this:[GameObjectClass]
ClassParent = "rep_inf_default_marine"
[Properties]
Label = "Republic Marine"
UnitType = "trooper"
IconTexture = "rep_trooper_icon"
GeometryName = "rep_inf_trooper"
GeometryLowRes = "rep_inf_trooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"
AnimatedAddon = "headpiece"
GeometryAddon = "rep_waz_add_pauldron"
AddonAttachJoint = "bone_ribcage This might be in the wrong place in the odf:
AnimatedAddon = "headpiece"
GeometryAddon = "rep_waz_add_pauldron"
AddonAttachJoint = "bone_ribcage
AQT
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by AQT » Thu Oct 22, 2009 11:52 pm
501st_commander wrote: oh you are mising a "
Right after bone_ribcage.
genaral_mitch
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by genaral_mitch » Thu Oct 22, 2009 11:59 pm
Like I said, when I copied it to GT from the unit's odf I missed the ".
It still doesn't work.
CodaRez
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by CodaRez » Fri Oct 23, 2009 1:46 am
genaral_mitch wrote: Like I said, when I copied it to GT from the unit's odf I missed the ".
It still doesn't work.
It intrigues me, in the post above you repeated the addon .msh .odf lines.
You can only have ONE addon .msh on-model at any given time, just sayin before you get any ideas.
And are you sure you copied over the EXACT geometry(mesh) name of the addon .msh?
And still, fill up the missing
"
genaral_mitch
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by genaral_mitch » Fri Oct 23, 2009 2:04 pm
Yah, it has the right name, and everything else is right.