Vader and SBD

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EGG_GUTS
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Vader and SBD

Post by EGG_GUTS »

I'm hoping this will not require XSI.

I want the SBD to walk like vader but still use the standard wrist blasted shot.

I've tried "AnimationName = "vader""

ODF:

Code: Select all

[GameObjectClass]
ClassParent     	= "cis_inf_default"

[Properties]
AISizeType              = "HOVER"

AnimationName           = "vader"

WEAPONSECTION = 1
WeaponName     	= "cis_weap_inf_wrist_blaster"
WeaponAmmo     	= 5

WEAPONSECTION = 2
WeaponName     	= "cis_weap_inf_wrist_trishot"
WeaponAmmo     	= 0

WEAPONSECTION = 3
WeaponName     	= "cis_weap_inf_wrist_rocket"
WeaponAmmo     	= 3
WeaponChannel  	= 1

WEAPONSECTION = 4
WeaponName     	= "cis_weap_award_wrist_blaster"
WeaponAmmo     	= 4

VOUnitType      	= 083

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"
I would like the vader skeleton if the anime don't work but it still doesn't work.

Other ODF

Code: Select all

[GameObjectClass]
ClassParent     	= "cis_inf_default_rifleman"


[Properties]
UnitType            	= "trooper"

GeometryName        	= "cis_inf_sbdroid"
GeometryLowRes      	= "cis_inf_sbdroid_low1"
SkeletonName      	= "vader"
SkeletonLowRes      	= "vaderlz"

FirstPerson         	= "CIS\cissbdrd;cis_1st_sbdroid"

CollisionHeadOffset = "0.0 -0.2 0.0"
So how can I do this?

Thanks
-_-
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Re: Vader and SBD

Post by -_- »

Need to munge a completely new animation set.
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Re: Vader and SBD

Post by EGG_GUTS »

How would I do that? I Just want to merge them.
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Re: Vader and SBD

Post by Darth_Z13 »

Look for a topic posted by Rends in the Modding section about fixing Aayla's tentacles. Saitek posted a tutorial about munging an animation set, if that is what -_- is referring to. ;)
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Re: Vader and SBD

Post by EGG_GUTS »

Ok but how would I create it or merge them?
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Re: Vader and SBD

Post by ARC_Commander »

If you get this working, I should very much like to obtain a copy of the anims.
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Re: Vader and SBD

Post by EGG_GUTS »

ARC_Commander wrote:If you get this working, I should very much like to obtain a copy of the anims.
Well do Arc. :wink:

But I have no idea on how or where to start...
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Re: Vader and SBD

Post by RAymo »

i actually want to know this too, but to give the animation to the darktrooper. but i have no clue either :?
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Re: Vader and SBD

Post by Caleb1117 »

RAymo wrote:i actually want to know this too, but to give the animation to the darktrooper. but i have no clue either :?
Actually to give a dark trooper vader's anim doesn't require a new munged anim, just give him vader's like any other unit.
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Re: Vader and SBD

Post by RAymo »

i tried that, but there was no change.
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Re: Vader and SBD

Post by Caleb1117 »

RAymo wrote:i tried that, but there was no change.
Something must have gone wrong then.
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Re: Vader and SBD

Post by RAymo »

yea probably. i guess ill look into it again.
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Re: Vader and SBD

Post by ARC_Commander »

A long time ago, ]v[ made Vader anims for the Dark Trooper. I've obtained them, want a copy?
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Re: Vader and SBD

Post by DarthD.U.C.K. »

i would like a copy too, can you please post the link to the new-animation-tutorial of rends?
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Re: Vader and SBD

Post by EGG_GUTS »

ARC_Commander wrote:A long time ago, ]v[ made Vader anims for the Dark Trooper. I've obtained them, want a copy?
I have a feeling ]v[ would be the best to help me but he's gone...
DarthD.U.C.K. wrote:i would like a copy too, can you please post the link to the new-animation-tutorial of rends?
Rends has a tut?? :D
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Re: Vader and SBD

Post by DarthD.U.C.K. »

Darth_Z13 wrote:Look for a topic posted by Rends in the Modding section about fixing Aayla's tentacles. Saitek posted a tutorial about munging an animation set, if that is what -_- is referring to. ;)
:oops: ive understandet it wrong, sorry
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Re: Vader and SBD

Post by Maveritchell »

This is a quick step-by-step that Saitek wrote about letting characters with abnormal skeletons use other animations. I used this to give Aayla doublesaber animations, but you should be able to use this to give SBD Vader's animations. You may have to do a little fiddling around to get it to work, but I know eventually it worked for me.

http://www.gametoast.com/forums/viewtop ... 27&t=10000
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Re: Vader and SBD

Post by EGG_GUTS »

If I did get it working would it have the wrist blaster anime too?
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Re: Vader and SBD

Post by VF501 »

There is a chance it might not. The wrist blaster odf doesnt specify any special anims and has the com_weap_inf_rifle as its class parent, so I think the game subs the anims for those found in the Unit ODF, so long as they exist in the Unit's specified animation. So since the SBD's skeleton is "sbdroid" and the sbdroid anims contains its own rifle animations, they get used in place of the standard rifle anims. The basepose.msh found in each anim set is the skeleton the unit uses. The SBD has a special skeleton to give it huge shoulders and no neck.

Best bet is to use the SBD base pose, and Vaders Walk anims, and all the rifle anims (except the walking ones) from the SBD set.

Prove me wrong though :). I'd much like to see a SBD walk like it really should.
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