How doI retexture objects by changing the'requested'texture?

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Ace_Azzameen_5
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How doI retexture objects by changing the'requested'texture?

Post by Ace_Azzameen_5 »

Yes, the secret is out, I am now mapping SWBF. Thanks, Saturn, for the Urdur Hakon Tutorial, it got me started(although the lava'water' crashed my map while in SWBF, and I had no luck with the smoke :( ) I went on creating a map,
which now includes several objects using the same texture. The problem is this: I simply copied and renamed my new texture to match the one requested by each new object. Now I have several copies of the same texture(with different names) being munged with my map. HOW DO I CHANGE WHICH FILE IS REQUESTED BY AN OBJECT?

Sorry, but search turned up empty, and the documentation said nothing (AFAIS) S=SAW


PS. I want turn yav_prop_boulder into a solid(l-5-r. you've done it before), destroyable object.(Save me, Saturn!)
Kyross

RE: How doI retexture objects by changing the

Post by Kyross »

Edit in the odf. Change from

[GameObjectClass]

ClassLabel = "prop"
GeometryName = "yav_prop_boulder.msh"


[Properties]

GeometryName = "yav_prop_boulder"


FoleyFXGroup = "stone_foley"

to

[GameObjectClass]

ClassLabel = "prop"
GeometryName = "yav_prop_boulder.msh"


[Properties]

GeometryName = "omg_your_texturename"


FoleyFXGroup = "stone_foley"
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RE: How doI retexture objects by changing the

Post by Saturn_V »

Re: the Yavin boulder, it's kind of weird because there's no option telling the munge not to make a collision object, but it doesn't seem to want to make one. So first you need to get a version of the boulder with a collision mesh attached to it.

To make it destroyable, give it a MaxHealth property in the odf file. Also, you will probably need to change the class type to something that supports the object being destroyed. I found this works:
[GameObjectClass]

ClassLabel = "animatedbuilding"
GeometryName = "yav_prop_boulder.msh"


[Properties]

GeometryName = "yav_prop_boulder"

MaxHealth = "50.0"
FoleyFXGroup = "stone_foley"
I used the animatedbuilding class for the exploding barrels and breakable glass on JaiNolan, it worked so I left it at that.

50 is pretty low for health but it was just to test it quickly. If you look at something like the Hoth Generator, you'll see you can add an explosion and a "destroyed" geometry - maybe you could use a rubble mesh or something, depending on what effect you're trying to get.

GeometryName = "hoth_bldg_shieldgenerator"
DestroyedGeometryName = "hoth_bldg_shieldgenerator_dst"

MaxHealth = "50000.0"
ExplosionName = "imp_walk_atst_exp"
Kyross

RE: How doI retexture objects by changing the

Post by Kyross »

I forgot all about the destructible object question. 8|
Ace_Azzameen_5
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RE: How doI retexture objects by changing the

Post by Ace_Azzameen_5 »

Kyross. . .that can't work, that name is just a repeat of the msh file, without the .msh . And there is only one name. Even in odfs of objects using multiple textures.

I still need an answer.


The GOOD NEWS:By cutting and pasteing from other odfs, and thanks to a collision geometry msh[it came from Saturn!](although it has some holes in for some reason, but it works :) ), I managed to make a rock into a destroyable cp, with no spawn path, region, etc, and NO MAP ICON!. A lesson learned, and should be made common knowledge, is that YOU CAN ALLY DESTROYABLE OBJECTS TO ANY OF THE THREE TEAMS IN A MAP. Oh, but there still is the team lost the command post message. In my map, this was advantageous. With some good word play to make the 'team lost the' work, you can say anything. Without them being a cp,(although thats what they are)
Kyross

RE: How doI retexture objects by changing the

Post by Kyross »

Hm. Never thought to do that. o-o Could be fun...
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