Resizing Objects via ODF to appear larger in ZE [Solved]
Moderator: Moderators
-
Ace_Azzameen_5
- Jedi

- Posts: 1119
- Joined: Sat Apr 23, 2005 8:52 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Resizing Objects via ODF to appear larger in ZE [Solved]
Can somebody how to resize objects via odf so that they appear larger in zeroeditor?
I already know how to scale them in game, but lining them up is very difficult when they are a hundredth of the size in ZE.
P.S.
After this is answered, somebody please add it to the modding FAQ so noone will ever ask this again!
I already know how to scale them in game, but lining them up is very difficult when they are a hundredth of the size in ZE.
P.S.
After this is answered, somebody please add it to the modding FAQ so noone will ever ask this again!
-
Astute
- Rebel Colonel

- Posts: 566
- Joined: Tue Apr 12, 2005 7:03 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: Resizing Objects
It was possible in swbf1, but I don't think scaling works very well in swbf2. I tried scaling something a long time back, but it would fade in and out at different view angles.
-
Ace_Azzameen_5
- Jedi

- Posts: 1119
- Joined: Sat Apr 23, 2005 8:52 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
here is an example odf for making a door twice the size in ZE
Code: Select all
[GameObjectClass]
ClassLabel = "door"
GeometryName = "dea1_prop_door2.msh"
GeometryScale = 2
[Properties]
GeometryName = "dea1_prop_door2"
AnimationName = "dea1_prop_door"
Animation = "open"
AnimationTrigger = "hp_door 4.0"
OrdnanceCollision = "p_door"
OpenSound = "door_open"
CloseSound = "door_close"
LockedSound = "vehicle_equip"
FoleyFXGroup = "metal_foley"-
Ace_Azzameen_5
- Jedi

- Posts: 1119
- Joined: Sat Apr 23, 2005 8:52 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
-
Caleb1117
- 2008 Most Original Avatar
- Posts: 3096
- Joined: Sun Aug 20, 2006 5:55 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: X-Fire: caleb1117 ಠ_ಠ
-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
I did create option files (basically for every Acklay mesh I could find) the only thing that didn't appear to do anything was the munge in the animation\vehicle\geo_walk_acklay folder. It does do something but it is on an off screen so fast can't see what it says.
Anyway here some pictures of what I ended up with.
This one is fuzzy cause I zoomed in a bit.

This one shows how much above the water it is.

Anyway here some pictures of what I ended up with.
This one is fuzzy cause I zoomed in a bit.

This one shows how much above the water it is.

-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
From what I have been able to decern from reading just about anything I can find, except for what will actually tell me what I need to know
collisonscale relates to how much damage it will take from collisions. I have however figured out what it is "walking" on by doing as you suggested with bf2modtools and looking at collisions (that's actually pretty cool and useful)

It seems the p_-so parts don't respond to the scale factor in the option file. I can see the reduced acklay but the other parts are orignal size. I know the p things relate to collision I just can't find the document I read it in. So I'll ask outright is there a switch for scaling these?
Thanks

It seems the p_-so parts don't respond to the scale factor in the option file. I can see the reduced acklay but the other parts are orignal size. I know the p things relate to collision I just can't find the document I read it in. So I'll ask outright is there a switch for scaling these?
Thanks
-
Qdin
- Old School Staff
- Posts: 2059
- Joined: Wed Feb 23, 2005 9:54 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
