Making a tiny playable at-at actually work?

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MetalcoreRancor
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Making a tiny playable at-at actually work?

Post by MetalcoreRancor »

Ok, so the backstory behind this is classified, for my new map.

Suffice it to say, I am trying to create a small at-at, via scale in the munge.bat of its animation folder, the .msh option, and via odf. Then I am trying to make said at-at playable. I have successfully done the first step, of making it small, and yes I also placed the at-at's animations in SoldierAnimationBank copied template folder.

I also did all the needed stuff for that, and I also made the second At-at animation set that is required.

There is no errors on this side, it is with the odf I made that the error lies. First I tried with a magna guard base, then Gogie said I should use a droideka for the base. Doing this got rid of my first error, but supplied me with the current error at hand.
Hidden/Spoiler:
Message Severity: 3
.\Source\EntityDroideka.cpp(4302)
Droideka "stg_hero_tinyatat" has no spine

Message Severity: 3
.\Source\EntityDroideka.cpp(4307)
Droideka "stg_hero_tinyatat" skeleton missing bone_spine1

Message Severity: 3
.\Source\EntityDroideka.cpp(4308)
Droideka "stg_hero_tinyatat" skeleton missing bone_spine2

Message Severity: 3
.\Source\EntityDroideka.cpp(4309)
Droideka "stg_hero_tinyatat" skeleton missing bone_spine3

Message Severity: 3
.\Source\EntityDroideka.cpp(4318)
Droideka "stg_hero_tinyatat" skeleton missing bone_r_arm1

Message Severity: 3
.\Source\EntityDroideka.cpp(4319)
Droideka "stg_hero_tinyatat" skeleton missing bone_l_arm1
And this is my odf.
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "walkerdroid"
GeometryName = "imp_walk_atat.msh"

[Properties]
WALKERSECTION = "BODY"
VehicleType = "medium"

DeathDustEffect = "deathdustcloud_brown"
DeathDustDelay = "5.1"
DeathDustOffset = "0.0 0.0 0.0"

ExplosionName = "cis_inf_droideka_exp"
MapTexture = "troop_icon"
HealthTexture = "HUD_cis_droideka_icon"
MapScale = 1.4
MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100

GeometryName = "imp_walk_atat"
AnimationName = "tinyatat"
AnimationExtraFile = "tinyatat1"
FirstPerson = "CIS\cisdrde;cis_1st_droideka"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"


NoEnterVehicles = 1

MaxHealth = "550.0"
HealthType = "droid"


Acceleraton = "1.0"
MaxSpeed = "2.0"
MaxStrafeSpeed = "0.0"
MaxTurnSpeed = "0.4"

PCMaxYawSpeed = 1.0
PCMaxTurnSpeed = 1.0
PCPitchRate = .6

PitchRate = 0
PitchFilter = 0
TurnRate = 0
TurnFilter = 0

StoppedTurnSpeed = "0.05"
ForwardTurnSpeed = "0.03"
TurnThreshold = "0.35"

EnergyBar = "100.0"
EnergyRestore = "10.0"
EnergyRestoreIdle = "15.0"
EnergyDrainSprint = "30.0"
EnergyMinSprint = "30.0"


StompEffect = "com_sfx_walkerstomp" // used for jump, bounce off terrain



CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.5 4.5"
TiltValue = "5.0"

CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.5 4.5"
TiltValue = "1.0"

CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0.0 1.0 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "5.0"

CAMERASECTION = "SPLITSTAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "5.0"

CAMERASECTION = "SPLITSTANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "3.5"

CAMERASECTION = "SPLITCROUCH"
EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0.0 1.0 0.0"
TrackOffset = "0.0 0.2 4.5"
TiltValue = "5.0"

//***********************************************
//*********** MAIN WEAPON VALUES **************
//***********************************************


WEAPONSECTION = 1

//TurretNodeName = "aimer_head"

WeaponName = "imp_weap_walk_atat_cannon_head"
WeaponAmmo = "0"
// /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|

BarrelNodeName = "aimer_Lgun"

AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "-60.0 60.0"
FirePointName = "hp_fire_Lgun"
BarrelRecoil = "0.0"

NextBarrel = "-"

BarrelNodeName = "aimer_Rgun"

AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "-60.0 60.0"
FirePointName = "hp_fire_Rgun"
BarrelRecoil = "0.0"

//YawLimits = "-25 20"
//PitchLimits = "-20 15"
//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"
//PCPitchTurnFactor = "10.0"
//PCYawTurnFactor = "10.0"
//
//EyePointOffset = "-1.0 0.0 9.0"
//TrackCenter = "0.0 4.0 4.0"
//TrackOffset = "0.0 -1.0 6.0"



WEAPONSECTION = 2

WeaponName = "imp_weap_walk_atat_cannon_chin"
WeaponAmmo = "0" //"5"

// /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
AimerPitchLimits = "-30 15"
AimerYawLimits = "-70 70"
FireOutsideLimits = 1
AimerNodeName = "barrel_Lcannon"
FirePoint = "hp_fire_Lcannon"
BarrelRecoil = "0.4"

NextAimer = "-"

AimerPitchLimits = "-30 15"
AimerYawLimits = "-70 70"
FireOutsideLimits = 1
AimerNodeName = "barrel_Rcannon"
FirePoint = "hp_fire_Rcannon"
BarrelRecoil = "0.4"

TEMP_AnimationSpeed = "1.5"
TEMP_Type = "1" //Sets up collision and number of legs, will be moved to the msh file

WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"

//***********************************************
//*********** ANIMATION VALUES ****************
//***********************************************

LegPairCount = "2"

WalkerLegPair = "front_legs"

LegBoneLeft = "bone_fl_thigh"
LegBoneRight = "bone_fr_thigh"

LegBoneTopLeft = "bone_fl_thigh"
LegBoneTopRight = "bone_fr_thigh"

TerrainLeft = "p_front_left"
TerrainRight = "p_front_right"

FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"

WalkerLegPair = "back_legs"

LegBoneLeft = "bone_bl_thigh"
LegBoneRight = "bone_br_thigh"

LegBoneTopLeft = "bone_bl_thigh"
LegBoneTopRight = "bone_br_thigh"

TerrainLeft = "p_back_left"
TerrainRight = "p_back_right"

FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "droideka_chunk1"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 -4.0 2.0"
ChunkSpeed = 9.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "droideka_chunk3"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "-4.0 0.0 0.0"
ChunkSpeed = 8.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "droideka_chunk3"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 4.0 0.0"
ChunkSpeed = 8.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "droideka_chunk4"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 -4.0"
ChunkSpeed = 7.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "droideka_chunk5"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 0.0 0.0"
ChunkSpeed = 9.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.02

PointsToUnlock = 12

VOUnitType = 081
Footstep0Sound = "cis_inf_droideka_step"
Footstep1Sound = "cis_inf_droideka_step"
Footstep2Sound = "cis_inf_droideka_step"
HydraulicSound = ""
HydraulicSoundHeight = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
EngineSound = "cis_walk_droideka_engine_parameterized"
TurnOnSound = "cis_droideka_fold"
TurnOffSound = "cis_droideka_unfold"
FoleyFXClass = "cis_inf_droid"

VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"

VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"

//***********************************************
//*********** COLLISION VALUES ****************
//***********************************************
TerrainCollision = "p_front_left"
TerrainCollision = "p_back_right"
TerrainCollision = "p_front_right"
TerrainCollision = "p_back_left"

BuildingCollision = "p_front_left"
BuildingCollision = "p_front_right"
BuildingCollision = "p_back_left"
BuildingCollision = "p_back_right"
BuildingCollision = "p_main_building"
BuildingCollision = "p_head_building"

TargetableCollision = "p_front_left_thigh"
TargetableCollision = "p_front_left_shin"
TargetableCollision = "p_front_right_thigh"
TargetableCollision = "p_front_right_shin"
TargetableCollision = "p_back_left_thigh"
TargetableCollision = "p_back_left_shin"
TargetableCollision = "p_back_right_thigh"
TargetableCollision = "p_back_right_shin"

TowCableCollision = "p_front_left_thigh 0.36 0.0 1.06"
SmashParkedFlyers = "1"
TowCableCollision = "p_front_left_shin 0.36 0.0 1.06"
TowCableCollision = "p_front_left 0.5 0.0 1.1"

TowCableCollision = "p_front_right_thigh -0.36 0.0 1.06"
TowCableCollision = "p_front_right_shin -0.36 0.0 1.06"
TowCableCollision = "p_front_right -0.5 0.0 1.1"

TowCableCollision = "p_back_right_thigh -0.36 0.0 -1.06"
TowCableCollision = "p_back_right_shin -0.36 0.0 -1.06"
TowCableCollision = "p_back_right -0.5 0.0 -1.1"

TowCableCollision = "p_back_left_thigh 0.36 0.0 -1.06"
TowCableCollision = "p_back_left_shin 0.36 0.0 -1.06"
TowCableCollision = "p_back_left 0.5 0.0 -1.1"

VehicleCollision ="p_front_left_vehicle"
VehicleCollision ="p_front_right_vehicle"
VehicleCollision ="p_back_left_vehicle"
VehicleCollision ="p_back_right_vehicle"
VehicleCollision ="p_main_vehicle"
VehicleCollision ="p_head_vehicle"

OrdnanceCollision = "p_main_soldier1"
OrdnanceCollision = "p_main_soldier2"
OrdnanceCollision = "p_main_soldier3"
OrdnanceCollision = "p_main_soldier4"
OrdnanceCollision = "p_main_soldier5"
OrdnanceCollision = "p_neck_soldier"
OrdnanceCollision = "p_head_soldier"
OrdnanceCollision = "p_front_left_thigh"
OrdnanceCollision = "p_front_left_shin"
OrdnanceCollision = "p_front_left"
OrdnanceCollision = "p_front_right_thigh"
OrdnanceCollision = "p_front_right_shin"
OrdnanceCollision = "p_front_right"
OrdnanceCollision = "p_back_left_thigh"
OrdnanceCollision = "p_back_left_shin"
OrdnanceCollision = "p_back_left"
OrdnanceCollision = "p_back_right_thigh"
OrdnanceCollision = "p_back_right_shin"
OrdnanceCollision = "p_back_right"

SoldierCollision = "p_main_soldier1"
SoldierCollision = "p_main_soldier2"
SoldierCollision = "p_main_soldier3"
SoldierCollision = "p_main_soldier4"
SoldierCollision = "p_main_soldier5"
SoldierCollision = "p_neck_soldier"
SoldierCollision = "p_head_soldier"
SoldierCollision = "p_front_left_thigh"
SoldierCollision = "p_front_left_shin"
SoldierCollision = "p_front_left"
SoldierCollision = "p_front_right_thigh"
SoldierCollision = "p_front_right_shin"
SoldierCollision = "p_front_right"
SoldierCollision = "p_back_left_thigh"
SoldierCollision = "p_back_left_shin"
SoldierCollision = "p_back_left"
SoldierCollision = "p_back_right_thigh"
SoldierCollision = "p_back_right_shin"
SoldierCollision = "p_back_right"

******** DAMAGE VALUES ****************
//***********************************************

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fl_thigh"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fr_thigh"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_bl_thigh"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_br_thigh"

DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fl_calf"

DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fr_calf"

DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_bl_calf"

DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_br_calf"

//DamageStartPercent = 30.0
//DamageStopPercent = 20.0
//DamageEffect = "com_sfx_vehiclesmoke"
//DamageEffectScale = 3.0
//DamageInheritVelocity = 0.0
//DamageAttachPoint = "hp_damage_1"

//DamageStartPercent = 15.0
//DamageStopPercent = 0.0
//DamageEffect = "com_sfx_vehicleflame"
//DamageEffectScale = 3.0
//DamageInheritVelocity = 0.0
//DamageAttachPoint = "hp_damage_1"
Any help would be appreciated.
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Re: Making a tiny playable at-at actually work?

Post by The_Emperor »

Maybe you need to add the SkeletonName or something in the odf? It's clearly a skeleton problem to state the obvious
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Re: Making a tiny playable at-at actually work?

Post by AceMastermind »

Just out of curiosity, what does this line mean and where did you find it?
AnimationExtraFile = "tinyatat1"
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SBF_Dann_Boeing
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Re: Making a tiny playable at-at actually work?

Post by SBF_Dann_Boeing »

From the imp_walk_atat.odf
//HACK to add "imp_walk_atat1" to the req file
AnimationExtraFile = "imp_walk_atat1
and yes that odf needs a skeleton line in order for it to work, otherwise it tries to use the default soldier skeleton
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