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Lightsaber Help

Posted: Mon Feb 26, 2007 10:26 pm
by LastJedi
Okay, I have a reskinned stormtrooper that I need help giving a lightsaber to. I want to do this within the IMP side. I gave him invisibility, force pull, and force choke. I worked on a odf already:
[GameObjectClass]
ClassParent = "com_jedi_default"

Code: Select all

[Properties]
AISizeType          = "HOVER"

GeometryName        = "imp_inf_stormtrooper"
GeometryLowRes      = "imp_inf_stormtrooper_low1"
AnimationName       = "aayla"
FirstPerson         = "IMP\impstrp;imp_1st_stormtrooper"
ForceMode = "1"

JetJump             = "10.0"        
JetPush             = "0.0"    
JetAcceleration     = "10.0"
JetEffect           = ""
JetFuelRechargeRate = "0.0" 
JetFuelCost         = "0.0" 
JetFuelInitialCost  = "0.0" 
JetFuelMinBorder    = "0.0" 
JetShowHud          = 0
JetEnergyDrain      = 40.0

CollisionScale      = "0.0 0.0 0.0"

WEAPONSECTION = 1
WeaponName         = "imp_weap_lightsaber"
WeaponAmmo         = 0

WEAPONSECTION = 2
WeaponName         = "com_weap_inf_forcepull"
WeaponAmmo         = 0

WEAPONSECTION = 3
WeaponName         = "com_weap_inf_forcechoke"
WeaponAmmo         = 0
WeaponChannel      = 1

WEAPONSECTION = 4
WeaponName         = "all_weap_inf_invisibility"
WeaponAmmo         = 0
WeaponChannel      = 1

LowHealthThreshold = "1.1"
FoleyFXClass       = "imp_inf_soldier"

Then I put the Aayla combo in the imp/odf folder. I also munged the aayla animations into the imp side. Then I copied the bothan invisibility over. I put the dc: thing in the .LUA and munged.

When I tested it in-game it crashed when I selected teams. I can't figure out what's wrong. If someone helped me I would apprediate it.

-LastJedi

RE: Lightsaber Help

Posted: Mon Feb 26, 2007 10:46 pm
by darthtrogsasea
hrrrrmmmmmmmmm ..........

did you make this as a new odf

i would suggjest editing a existing unit insted i can never get totaly new units to work (odf wise it allways fraks my map up) also did you make an odf for the lightsabre

RE: Lightsaber Help

Posted: Tue Feb 27, 2007 1:36 am
by LastJedi
I edited the stormtrooper odf. I gave it new weapons, a force jump, AI size type, a animation, and a new classparent. I actually forgot to include this at the top up there ^:

Code: Select all

[GameObjectClass]
ClassParent         = "com_jedi_default"
I did not make a lightsaber odf. The odf calls for the lightsaber which is in the same side.

-LastJedi

RE: Lightsaber Help

Posted: Tue Feb 27, 2007 5:40 pm
by Schizo
The imp_weap_lightsaber calls for Darth Vader's animations. You'd need to change that to make it work.

RE: Lightsaber Help

Posted: Tue Feb 27, 2007 11:17 pm
by LastJedi
Eithier I can change the animation name in the lightsaber .odf or I can change the animation name in the trooper .odf, right? (since vader is an imperial I don't need to mess with animations) I'd prefer to do option #1, since I rather have aayla animations.

-LastJedi

Posted: Tue Feb 27, 2007 11:24 pm
by authraw
Why don't you post a BF2_modtools.exe log? That's what's helped me figure out 90% of all of my map-crashing problems. ;)

Posted: Wed Feb 28, 2007 1:35 am
by LastJedi
UMMM....... I figured out what the problem is already. I asked a question wondering if both ways will work.

Besides, my mod tools aren't even in the Battlefront II/GameData and I don't even want to take the time of copying all of the files over.

EDIT: I looked at the lightsaber odf and I saw this: human_sabre melee imp_hero_vader. Where do you find those < animations? And when I do find them, am I just supposed to copy them into the animations within data_ABC and then munge them into the side :?:

-LastJedi

Posted: Thu Mar 01, 2007 11:04 pm
by LastJedi
Can someone please answer my question?

-LastJedi

Posted: Fri Mar 02, 2007 12:05 am
by phazon_elite
First of all, the Mod Tools SHOULD NOT be in Battlefront II\Gamedata. They should STAY at C:
Second of all, add this:

Code: Select all

AnimationName = "vader"
Then copy every file named vader from imp\munged. Your Shadow Trooper should work now (after munging duh)

Third of all, authraw meant the BF2_modtools.exe, not the folder (didn't .exe give it away?). Copy that application with the Clone helmet and place it in Battlefront II\Gamedata.

Hope this helps...

...Wait a minute, forget my vader thing. Does your Shadow Trooper have two lightsabers? It'll look kind of stupid watching an uber trooper swing a lightsaber and an invisible chicken at the same time.

So do this: copy aayla's sabers from rep (don't forget textures and models!). Then add this:

Code: Select all

AnimationName = "aayla"
So get any file named aayla from rep\munged. Now your Shadow Trooper should work (dont forget the munging!)

Hope that helps

- EP-000782

Posted: Fri Mar 02, 2007 2:16 am
by LastJedi
Okay........ I'll take Luke's Lightsaber, put it in the imp folder, give it different .msh and .tga names. Then I'll change my shadow trooper's animation name to "luke", munge his animations over, then munge the side. Will that work?

I'm becoming a pretty good modder, aren't I?

-LastJedi

Posted: Sat Mar 03, 2007 2:29 am
by LastJedi
:arrow: I munged the human saber animations into my imp side, copied Luke's combo into my imp side, then I went into my shadow trooper .odf and changed the animation name to "human_saber" and added the alliance saber to the weapons. Then I copied Luke's saber into my imp side, changed its .msh and color to red.

When I go in-game it crashes. How do I solve this?

Also, how do I get BF2_ModTools.exe to work? It asks for some Bink32 thingy. When I copied that into C:\BF2_ModTools and clicked on BF2_ModTools it asks for CD 1. My Battlefront 2 disk is in my computer. What is the problem here?

-LastJedi

Posted: Sat Mar 03, 2007 10:05 pm
by LastJedi
Is someone going to answer my questions?!

-LastJedi

Posted: Sat Mar 03, 2007 11:02 pm
by phazon_elite
Sorry to Junior Moderate, but no one has stepped up to the plate yet, so I'll say it. Don't triple post, please. Try the edit button (it ain't like Filefront where you get 30 minutes to edit your post, it stays forever).

Anyway, I think you're getting the hang of it, but you still have a ways to go.

Dang it man! The Mod Tools folder stays in C: and the .exe goes in Star Wars Battlefront II\Gamedata. Get rid of Binkw32 from the Mod Tools folder.

Secondly, what version of SWBF2 do you have? CD or DVD?

Thirdly, what combo do you want this dang trooper to have? Luke's? Aayla's? What?

Fourthly, you don't have to rename any .tga's or .msh's.

And the fifth thing. Do NOT use human_sabre. Use Luke's or any other combo, but not human_sabre.

You know what? maybe you should send these files to me. I'll sort 'em out and you can tell me what combo he should have. This is becoming impossible to help you because you keep changing your mind about the dang animation.

- EP-000782

Posted: Sun Mar 04, 2007 5:27 pm
by LastJedi
I have the DVD version. I am using Luke's combo. I changed names in Luke's saber .odf so it would be an imperial saber. human_sabre are Luke's animations, aren't they?

-LastJedi

Posted: Sun Mar 04, 2007 5:47 pm
by phazon_elite
Well you can't really get a log. There's a way, but only if you're willing to do something.

Actually, luke's is humna_sabre. My bad.

Anyway, get luke's saber back and get rid of that old one. So get everything having to do with luke (including the combo!) except his odf. You don't have to rename anything. That just complicates what you're doing.

Now change your shadow trooper's odf to have the all_weap_lightsaber in it. I once had a unit who had the cis bulldog, for crying out loud! So you don't have to rename it for it to work.

- EP-000782

Posted: Sun Mar 04, 2007 10:39 pm
by LastJedi
I did that already. I only changed some properties in the lightsaber odf to make it red and have the imperial saber .msh.

How do I get a test log? I am willing to do something.

-LastJedi

Posted: Wed Mar 07, 2007 3:22 pm
by Darthnukem
ok i tried the following, it maybe look as simple but,
I putted the vader combos and things in the shadowtrooper odf and it worked, they replaced the stormtrooper to darth vader.
Image

when i tried the same thing but then with mace windu in the imp side
it crashed,
Is it maybe possible to take the combo's odf and other things related to the character, place it in the imp side and give it an other name??

Greetings: Darthnukem


EDIT:

Now i think i solved it.
Since the human animations caused crashes i took an other animation
i took the odf of darth vader.
replaced the name so that it would be a stormtrooper.
next i took the skeletonnames from windu: mace_windu and mace_lz
and then i munged it and when i got ingame the stormtrooper did not crash and when i performed a 3 double combo while running after this i still could control it!
My first models had standard and when i did a 3 combo i couldnt control anymore.

EDIT 2:

be sure that you take the camera sections too.

Edit 3:
note for edit 1: first i gave the stormtrooper darth vaders look
if u then use mace windus combos you see that if u are ingame darth vader has an other posture more to the ground thats the beginning when you see it works.

EDIT 4:
Did u know what happened when i made a new world and putted the skins on?
IT crashed again!!
although the test still work, maybe i have to do EXACT the same thing, and the test doesnt got the skin on it, maybe thats the problem but i doubt it. I will look at it again tomorrow.

Posted: Wed Mar 07, 2007 6:47 pm
by Darthnukem
this is how vader looks like with windus animations
Image

Posted: Wed Mar 07, 2007 9:37 pm
by LastJedi
The goal is to get a stormtrooper with animations. You are keeping the vader odf and msh and his animations. You are simply renaming things. You need to do some .odf work to get a stormtrooper.

NEW IDEA! We could take a character, copy it's combo and animations over and odf,msh's and then simply change around some names and a few properties and see if that works.

-LastJedi

Posted: Thu Mar 08, 2007 4:07 am
by Darthnukem
uhh to let you something know the shadow trooper doesnt have that vader attacks anymore no slashes and brute fighting.

to the new idea sounds good but ive done that with the shadow trooper, i dont have the problem anymore that he is uncontrolable anymore.
i just took all the combo files and msh files.