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Using Ob-Wan as a vehicle?

Posted: Tue May 12, 2009 4:40 pm
by Superm9
Hello all,

I am trying to use Obi-Wan’s model and the standard animation scheme (not necessarily his combo moves) to create a vehicle version of him – in other words, it plays as if you were an actual character, except you can enter and exit him, and the game recognizes him as a vehicle. I am trying to modify the AT-RT walker .ODF to use his model and animation scheme. I managed to get it in-game with his model and the AT-RT’s animations (it looked VERY odd, but it worked) (I also disabled the animated player model-in-cockpit thing in the .ODF). However, when I try to use his animation scheme, it gives me these errors (the rest of the error log was there before I changed the AT-RT, so I’m leaving it out (unless anyone thinks that it is necessary)) and crashes to desktop upon attempting to load my map:
Hidden/Spoiler:
Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "rep_walk_oneman_atst" unknown targetable collision "p_-so_front"

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'rep_walk_oneman_atst' skeleton does not contain FootBoneLeft 'bone_l_ankle'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_oneman_atst' skeleton does not contain FootBoneLeft 'bone_r_ankle'!
Here is the .ODF file for my walker WIP:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "walker"
GeometryName = "rep_inf_ep3obiwan.msh"

[Properties]

//***********************************************
//*********** VEHICLE VALUES AND INFO ********
//***********************************************

HUDModel = "hud_ATRT_shape"

WALKERSECTION = "BODY"
VehicleType = "medium"
Label = "One Man AT-ST"
VehiclePosition = "common.vehiclepositions.pilot"

GeometryName = "rep_inf_ep3obiwan"
AnimationName = "obiwan"
//AnimationName = "rep_walk_oneman_atst"

//ExplosionName = "imp_walk_atst_exp"
//ExplosionOffset = "0.0 5.9058 0.1833"
//DeathAnimationExplosion = "atat_explosion"
//DeathAnimationExplosionTime = "1.5"
//FinalExplosion = "imp_walk_atst_finalexp"
//FinalExplosionOffset = "5.5808 1.9066 -0.8685"
//FirstPerson = "IMP\ATST;imp_1st_cockpit_atst"
//FirstPersonFOV = "52"

CockpitTension = 25

MapTexture = "oneman_atst_icon"
StatusTexture = "HUD_imp_atst_icon"
MapScale = "1.6"


//AnimatedPilotPosition = "bone_root"
//PilotAnimation = "drive_1manatst"

TimeRequiredToEject = "5.0"
EjectResistance = "0.03"
TimeTilReboard = "5.0"

//***********************************************
//*********** MOVEMENT VALUES *****************
//***********************************************

NoCombatInterrupt = "1"
AICollisionRadius = "2.0"
AIUseHoverPhysics = "1"

MaxTerrainAngle = "30.0"

Acceleraton = "4.0"
MaxSpeed = "5.0"
//MaxStrafeSpeed = "3.5"
//MaxTurnSpeed = "0.6"

StoppedTurnSpeed = "0.8"
ForwardTurnSpeed = "0.6"
BoostTurnSpeed = "0.4"
TurnThreshold = "0.6"

SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more intuitively this way
ThrustAngleToStrafe = "87" //should match yaw limit or 0.0
ThrustAngleToTurn = "88" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "89" //thrust angle to turn in place

LegRayHitLength = "5"

EnergyBar = 80
EnergyAutoRestore = 9.0
EnergyBoostDrain = 20
BoostSpeed = 10
BoostAcceleration = 100.0
BoostFOV = 60

//***********************************************
//*********** CAMERA VALUES *******************
//***********************************************

EyePointOffset = "0.0 2.0 -1.75"
TrackCenter = "0.0 2.0 0"
TrackOffset = "0.0 2.0 10.0"
TiltValue = "6.0"


MaxPitchSpeed = "0.4"
MaxTurnSpeed = "2.0"
MaxYawSpeed = "2.0"

PCMaxYawSpeed = 2.0
PCMaxTurnSpeed = 3.0
PCPitchRate = 1.2

TurretNodeName = "aimer_y"
YawLimits = "-90 90"
PitchLimits = "-27.5 15"
PitchTurnFactor = "0"


TurnRate = "2.8"
//TurnFilter = "3"
PitchRate = "0.7"
//PitchFilter = "10"
//PitchDamp = "10"

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


VehiclePosition = "common.vehiclepositions.gunner"
//FirstPerson = "cis\cissccam;cis_1st_cockpit_securitycam"

WEAPONSECTION = 1
WeaponName = "rep_weap_inf_emp_launcher"
WeaponAmmo = 4

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_commando_pistol"
WeaponAmmo = 0

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

TEMP_AnimationSpeed = "1.0"
TEMP_Type = "0"


TargetableCollision = "p_-so_front"

//******************************************
//*********** EFFECT VALUES **************
//******************************************

//StompEffect = "com_sfx_walkerstomp"
//StompDecal = "decal_atst_footprint"



LegPairCount = "1"

WalkerLegPair = "LEGS"

LegBoneLeft = "bone_l_thigh"
LegBoneRight = "bone_r_thigh"

LegBoneTopLeft = "bone_l_thigh"
LegBoneTopRight = "bone_r_thigh"

TerrainLeft = "p_-tbv_sphere_footL"
TerrainRight = "p_-tbv_sphere_footR"

FootBoneLeft = "bone_l_ankle"
FootBoneRight = "bone_r_ankle"

AISizeType = "MEDIUM"

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

MaxHealth = "4000.0"
//HitLocation = "p_-so_hips 4.0"

DamageStartPercent = 75.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_l_calf"

DamageStartPercent = 75.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_r_calf"

DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_l_foot"

DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_r_foot"

DamageStartPercent = 50.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 19.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_2"


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


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_walk_oneman_atst_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.5 2.0 1.5"
ChunkBounciness = 0.35
ChunkStickiness = 0.25
ChunkSpeed = "11.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "rep_walk_oneman_atst_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 2.0"
ChunkBounciness = 0.65
ChunkStickiness = 0.45
ChunkSpeed = "14.0"
ChunkUpFactor = "4.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "rep_walk_oneman_atst_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.5 1.0"
ChunkBounciness = 0.75
ChunkStickiness = 0.25
ChunkSpeed = "15.0"


CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "rep_walk_oneman_atst_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 1.0 1.5"
ChunkBounciness = 0.55
ChunkStickiness = 0.25
ChunkSpeed = "12.0"


CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "rep_walk_oneman_atst_chunk5"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 1.5"
ChunkBounciness = 0.55
ChunkStickiness = 0.25
ChunkSpeed = "14.0"
ChunkUpFactor = "4.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK6"
ChunkGeometryName = "rep_walk_oneman_atst_chunk6"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "-2.0 1.0 1.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.45
ChunkSpeed = "14.0"
ChunkUpFactor = "1.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"


CHUNKSECTION = "CHUNK7"
ChunkGeometryName = "rep_walk_oneman_atst_chunk7"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.5 2.0"
ChunkBounciness = 0.25
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "3.00"

//*****************************************
//*********** SOUND VALUES **************
//*****************************************

VOUnitType = 125
FootstepSound0 = "com_weap_layered_at_step"
FootstepSound1 = "com_weap_layered_at_step"
HydraulicSound = "atst_leg_up"
HydraulicSoundHeight = "0.2"
HydraulicLowerSound = ""
//HydraulicLowerHeight = "0.5"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
RepMusic = "rep_vehicle"
CisMusic = "cis_vehicle"
MusicSpeed = "0.2"
MusicDelay = "4.0"
EngineSound = "atst_engine_parameterized"
TurnOnSound = ""
TurnOnTime = "1.0"
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = "5.0"
//FoleyFXClass = "imp_walk_atst"
FoleyFXGroup = "metal_foley"
Any help would be greatly appreciated!

Re: Using Ob-Wan as a vehicle?

Posted: Tue May 12, 2009 4:43 pm
by Maveritchell
Let me just head you off at the pass and tell you that this isn't going to happen.

Units are controllable objects, so are vehicles. You can dispense a unit but you should not be able to enter and exit it like a vehicle (since that is a vehicle command, not a controllable command). You will not make a unit a walker just by giving it a different classlabel. Walkers and units are very different.

Re: Using Ob-Wan as a vehicle?

Posted: Tue May 12, 2009 4:54 pm
by Superm9
I realize that... if you had read the post, you would have realized that what I am TRYING to do isn't modify a unit into a vehicle; I am trying to modify a vehicle (in this case, the AT-RT) so that it has a unit's model and animations (in this case, Obi-Wan's). That's all. Just give a walker vehicle a player model and the accompanying animations.

Is that possible, or did I misunderstand your post? :?

Re: Using Ob-Wan as a vehicle?

Posted: Tue May 12, 2009 5:03 pm
by AceMastermind
Superm9 wrote:Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "rep_walk_oneman_atst" unknown targetable collision "p_-so_front"

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'rep_walk_oneman_atst' skeleton does not contain FootBoneLeft 'bone_l_ankle'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_oneman_atst' skeleton does not contain FootBoneLeft 'bone_r_ankle'!
Comment or remove this line in the ODF:

Code: Select all

TargetableCollision  = "p_-so_front"
and change this:

Code: Select all

FootBoneLeft        = "bone_l_ankle"
FootBoneRight       = "bone_r_ankle"
to this:

Code: Select all

FootBoneLeft        = "bone_l_foot"
FootBoneRight       = "bone_r_foot"
then let us know how it turns out. :)

Re: Using Ob-Wan as a vehicle?

Posted: Tue May 12, 2009 5:11 pm
by Superm9
Darn it! I did as you said, and it still isn't working - and EVERY error in my errorlog can be explained away as being trivial/unfixable by the error explaination thread at the top of this forum...

Here is the updated .ODF file:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "walker"
GeometryName = "rep_inf_ep3obiwan.msh"

[Properties]

//***********************************************
//*********** VEHICLE VALUES AND INFO ********
//***********************************************

HUDModel = "hud_ATRT_shape"

WALKERSECTION = "BODY"
VehicleType = "medium"
Label = "One Man AT-ST"
VehiclePosition = "common.vehiclepositions.pilot"

GeometryName = "rep_inf_ep3obiwan"
AnimationName = "obiwan"
//AnimationName = "rep_walk_oneman_atst"

//ExplosionName = "imp_walk_atst_exp"
//ExplosionOffset = "0.0 5.9058 0.1833"
//DeathAnimationExplosion = "atat_explosion"
//DeathAnimationExplosionTime = "1.5"
//FinalExplosion = "imp_walk_atst_finalexp"
//FinalExplosionOffset = "5.5808 1.9066 -0.8685"
//FirstPerson = "IMP\ATST;imp_1st_cockpit_atst"
//FirstPersonFOV = "52"

CockpitTension = 25

MapTexture = "oneman_atst_icon"
StatusTexture = "HUD_imp_atst_icon"
MapScale = "1.6"


//AnimatedPilotPosition = "bone_root"
//PilotAnimation = "drive_1manatst"

TimeRequiredToEject = "5.0"
EjectResistance = "0.03"
TimeTilReboard = "5.0"

//***********************************************
//*********** MOVEMENT VALUES *****************
//***********************************************

NoCombatInterrupt = "1"
AICollisionRadius = "2.0"
AIUseHoverPhysics = "1"

MaxTerrainAngle = "30.0"

Acceleraton = "4.0"
MaxSpeed = "5.0"
//MaxStrafeSpeed = "3.5"
//MaxTurnSpeed = "0.6"

StoppedTurnSpeed = "0.8"
ForwardTurnSpeed = "0.6"
BoostTurnSpeed = "0.4"
TurnThreshold = "0.6"

SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more intuitively this way
ThrustAngleToStrafe = "87" //should match yaw limit or 0.0
ThrustAngleToTurn = "88" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "89" //thrust angle to turn in place

LegRayHitLength = "5"

EnergyBar = 80
EnergyAutoRestore = 9.0
EnergyBoostDrain = 20
BoostSpeed = 10
BoostAcceleration = 100.0
BoostFOV = 60

//***********************************************
//*********** CAMERA VALUES *******************
//***********************************************

EyePointOffset = "0.0 2.0 -1.75"
TrackCenter = "0.0 2.0 0"
TrackOffset = "0.0 2.0 10.0"
TiltValue = "6.0"


MaxPitchSpeed = "0.4"
MaxTurnSpeed = "2.0"
MaxYawSpeed = "2.0"

PCMaxYawSpeed = 2.0
PCMaxTurnSpeed = 3.0
PCPitchRate = 1.2

TurretNodeName = "aimer_y"
YawLimits = "-90 90"
PitchLimits = "-27.5 15"
PitchTurnFactor = "0"


TurnRate = "2.8"
//TurnFilter = "3"
PitchRate = "0.7"
//PitchFilter = "10"
//PitchDamp = "10"

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


VehiclePosition = "common.vehiclepositions.gunner"
//FirstPerson = "cis\cissccam;cis_1st_cockpit_securitycam"

WEAPONSECTION = 1
WeaponName = "rep_weap_inf_emp_launcher"
WeaponAmmo = 4

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_commando_pistol"
WeaponAmmo = 0

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

TEMP_AnimationSpeed = "1.0"
TEMP_Type = "0"


//TargetableCollision = "p_-so_front"

//******************************************
//*********** EFFECT VALUES **************
//******************************************

//StompEffect = "com_sfx_walkerstomp"
//StompDecal = "decal_atst_footprint"



LegPairCount = "1"

WalkerLegPair = "LEGS"

LegBoneLeft = "bone_l_thigh"
LegBoneRight = "bone_r_thigh"

LegBoneTopLeft = "bone_l_thigh"
LegBoneTopRight = "bone_r_thigh"

TerrainLeft = "p_-tbv_sphere_footL"
TerrainRight = "p_-tbv_sphere_footR"

FootBoneLeft = "bone_l_foot"
FootBoneRight = "bone_r_foot"

AISizeType = "MEDIUM"

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

MaxHealth = "4000.0"
//HitLocation = "p_-so_hips 4.0"

DamageStartPercent = 75.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_l_calf"

DamageStartPercent = 75.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_r_calf"

DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_l_foot"

DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_r_foot"

DamageStartPercent = 50.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 19.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_2"


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


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_walk_oneman_atst_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.5 2.0 1.5"
ChunkBounciness = 0.35
ChunkStickiness = 0.25
ChunkSpeed = "11.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "rep_walk_oneman_atst_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 2.0"
ChunkBounciness = 0.65
ChunkStickiness = 0.45
ChunkSpeed = "14.0"
ChunkUpFactor = "4.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "rep_walk_oneman_atst_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.5 1.0"
ChunkBounciness = 0.75
ChunkStickiness = 0.25
ChunkSpeed = "15.0"


CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "rep_walk_oneman_atst_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 1.0 1.5"
ChunkBounciness = 0.55
ChunkStickiness = 0.25
ChunkSpeed = "12.0"


CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "rep_walk_oneman_atst_chunk5"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 1.5"
ChunkBounciness = 0.55
ChunkStickiness = 0.25
ChunkSpeed = "14.0"
ChunkUpFactor = "4.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK6"
ChunkGeometryName = "rep_walk_oneman_atst_chunk6"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "-2.0 1.0 1.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.45
ChunkSpeed = "14.0"
ChunkUpFactor = "1.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"


CHUNKSECTION = "CHUNK7"
ChunkGeometryName = "rep_walk_oneman_atst_chunk7"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.5 2.0"
ChunkBounciness = 0.25
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "3.00"

//*****************************************
//*********** SOUND VALUES **************
//*****************************************

VOUnitType = 125
FootstepSound0 = "com_weap_layered_at_step"
FootstepSound1 = "com_weap_layered_at_step"
HydraulicSound = "atst_leg_up"
HydraulicSoundHeight = "0.2"
HydraulicLowerSound = ""
//HydraulicLowerHeight = "0.5"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
RepMusic = "rep_vehicle"
CisMusic = "cis_vehicle"
MusicSpeed = "0.2"
MusicDelay = "4.0"
EngineSound = "atst_engine_parameterized"
TurnOnSound = ""
TurnOnTime = "1.0"
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = "5.0"
//FoleyFXClass = "imp_walk_atst"
FoleyFXGroup = "metal_foley"

Any ideas?

Thanks!

Re: Using Ob-Wan as a vehicle?

Posted: Tue May 12, 2009 5:27 pm
by AceMastermind
Are you aware that walker animation states have a specific naming convention?
Your raw obiwan animations should be named accordingly then munged.
Remember that you're now using the "walker" classlabel instead of "soldier", certain things change and/or aren't supported.

I don't know how all of this will turn out but it'll be interesting(but silly) if it does! :runaway:

EDIT
There's no reason why this wouldn't work to some degree as long as you meet the criteria, the only differences between a player and a walker model is the lack of collision primitives and how the default animations are segmented, if you iron out those issues then you could pull it off. The game doesn't care if it's a player model or a "true" walker as long as everything is setup right beforehand.

Simple test:
Munge a new animation set with just the players basepose and an idle animation then test to see how the game handles it as a walker.

Re: Using Ob-Wan as a vehicle?

Posted: Tue May 12, 2009 5:31 pm
by Fiodis
Woah, wait, Obi-wan's mesh and the AT-ST have different skeletons, right? Wouldn't the animations be screwed up, then?

Re: Using Ob-Wan as a vehicle?

Posted: Tue May 12, 2009 5:34 pm
by MetalcoreRancor
Create a new vehicle animation base set, with obiwan's anims, rename them as deemed necessary and it should work, with obiwan's basepose.

Re: Using Ob-Wan as a vehicle?

Posted: Tue May 12, 2009 6:31 pm
by Maveritchell
Superm9 wrote:I realize that... if you had read the post
Dagnabbit and if you had read mine you would realize it doesn't matter. Don't pick at my words and completely miss what I write. Besides that, you are trying to make a unit into a walker, not the other way around (and of course this is irrelevant anyway). Maybe you should read what you wrote (or even the title of your thread):
I am trying to use Obi-Wan’s model and the standard animation scheme
to create a vehicle version of him
An .odf by itself doesn't mean anything, a controllable entity is defined by its model and animations in this case.

The two types are incompatible going either way. Walkers use a very different animation setup than units do, just take a look at some of fred's docs or even the animations that are already in your modtools and you could realize this. You can't just create a new animation set from your stock animations, you'd need to make new animations and a new skeleton and set up the Obi-Wan model as a walker.

It's never enough for anyone to just say "it won't work," I suppose. :?

Re: Using Ob-Wan as a vehicle?

Posted: Tue May 12, 2009 7:11 pm
by Teancum
Yeah, this can't be done. Plain and simple. This isn't even one of those "I can create a crappy workaround" situations.

Re: Using Ob-Wan as a vehicle?

Posted: Tue May 12, 2009 7:24 pm
by Fiodis
Maveritchell wrote:It's never enough for anyone to just say "it won't work," I suppose. :?
You're right; but you see, Mav, most people ask "Why?".

@O.P. - You said you got it to work with AT-RT animations. While I realize this was...strange, I'd still like to know how you set that up, or at least an in-game pic. :wink:

Re: Using Ob-Wan as a vehicle?

Posted: Tue May 12, 2009 8:00 pm
by Maveritchell
Fiodis wrote:You're right; but you see, Mav, most people ask "Why?".
Which wouldn't bother me at all if the question hadn't been asked before, multiple times. A quick use of "search" gives the answer to this question and why.

Re: Using Ob-Wan as a vehicle?

Posted: Tue May 12, 2009 8:20 pm
by Fiodis
Maveritchell wrote:
Fiodis wrote:You're right; but you see, Mav, most people ask "Why?".
Which wouldn't bother me at all if the question hadn't been asked before, multiple times. A quick use of "search" gives the answer to this question and why.


Yep.

On a totally unrelated note, I have just realized that the title of this thread refers to "Ob-Wan". :funny2:

Re: Using Ob-Wan as a vehicle?

Posted: Tue May 12, 2009 9:27 pm
by Superm9
About the title: oops... I hate it when I misspell things... :oops:

@Mav: I apologize if I offended you. I thought that you misunderstood my origional post.

And yes, I do love a good explaination. :wink:

On a side note, would it be possible for someone (or me) to write new animations identical (or close) to the soldier ones, but with walkers in mind? I've never done this before, so forgive me if this is very difficult and I don't know what I am asking.

Thanks, and sorry.

Oh, and PS: I might rustle up an ingame pic of Obi-Wan's model stretched over the AT-RT's skeleton - it looked like some demented human-spider thing... :runaway: :lol:

Re: Using Ob-Wan as a vehicle?

Posted: Wed May 13, 2009 12:02 am
by FragMe!
Yes walker animations are broken down to specific sets which (for the most part) human animations don't adhere to, example is human_rifle_stand_runforward which obviously the unit standing running forward with a rifle that is 1 animation file, to make a walker go forward is it actually 3 to 4 animation files idle_to_rightfoot (or idle_to_leftfoot) walk_leftfoot_rightfoot and walk_rightfoot_leftfoot. So you would have to redo the animations since you couldn't use any human based animations.
As for trying to match the bones of a human to a walker, yes there are some common named bones but there can be more that are not. And for every bone it doesn't have the game will just assume they are enveloped to the parent bone, bone_root in most cases. So you end up with a spider looking kind of thing.

And the last part someone also mentioned there would be no collision, so you would be walking through every thing and no one would probably be able to shoot you.

Having done a bit with walkers just trying to get a normal one to work is enough fun never mine trying to make a unit one.

Now if you were to edit the Obiwan pose in XSI to something pleasing you could probably make him into a hover vehicle, no bones about it :funny2:

Re: Using Ob-Wan as a vehicle?

Posted: Wed May 13, 2009 6:11 am
by Superm9
Yeah, I managed to get a player model as a hover vehicle easy... it just isn't the effect I was looking for.

Oh well, thanks!