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Windu *SOLVED*Hoth Hangar Entrance *SOLVED*

Posted: Sun Mar 11, 2007 4:05 pm
by Darth_Z13
So I create my side. Copy all the .msh's, .tga's and odf's. Plus Windu's .COMBO file. I want to use Mace Windu's animation and combo. So I make the changes to the odf's.

Code: Select all

//Luke
[GameObjectClass]
ClassParent           = "com_jedi_default"
GeometryName        = "all_inf_bothanspy.msh"

[Properties]
AISizeType          = "HOVER"

GeometryName        = "all_inf_bothanspy"
GeometryLowRes      = "all_inf_bothanspy_low1"

AnimationName            = "mace"

HealthType          = "person"
MaxHealth           = 500.0

MaxSpeed            = 8.0
MaxStrafeSpeed      = 6.0
MaxTurnSpeed        = 5.0
JumpHeight          = 3.5
RecoverFromTumble   = "1"

//Jet Jump
JetJump             = "10.0"        //The initial jump-push given when enabling the jet
JetPush             = "0.0"     //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration     = "10.0"    // for characters with jet jump, use this acceleration for in air control
JetEffect           = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost         = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost  = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder    = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud          = 0
JetEnergyDrain      = 40.0

CollisionScale      = "0.0 0.0 0.0" // don't take damage from collisions
//Jet Jump End

WEAPONSECTION       = 1
WeaponName1         = "jed_weap_lightsaber_green"
WeaponAmmo1         = 0



//SOUND
VOUnitType                  = 0181
//SoldierMusic                = "all_hero_Luke_lp"
HurtSound                   = ""
DeathSound                  = ""
AcquiredTargetSound         = ""
HidingSound                 = ""
ApproachingTargetSound      = ""
FleeSound                   = ""
PreparingForDamageSound     = ""
HeardEnemySound             = ""
//ShockFadeOutTime          = "0.8"
//ShockFadeInTime           = "2.0"
ShockFadeOutGain            = ""
ShockSound                  = ""
ClothingRustleSound         = ""
//LowHealthSound            = "com_inf_saber_ambient"
LowHealthThreshold          = "1.1"

FoleyFXClass                = "rep_inf_soldier"

//SndHeroSelectable           = ""
//SndHeroSpawned              = "hero_luke_spawn"
//SndHeroDefeated             = "hero_luke_exhausted"
//SndHeroKiller               = "hero_luke_exhausted"

//VOSound = "hero_luke_AcquiredTarget      AcquiredTarget"
//VOSound = "hero_luke_KillingSpree4      KillingSpree4"

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[WeaponClass]

ClassLabel      = "melee"
ClassParent		= "com_weap_inf_lightsaber"

[Properties]

ExplosionName = "rep_mace_groundcrack_exp"
//SmashEffect = "com_sfx_groundcrack"

GeometryName        = "rep_weap_inf_lightsabre"
ComboAnimationBank  = "human_sabre melee rep_hero_macewindu"

FirePointName       = "hp_fire"
LightSaberLength	= "1.0"
LightSaberWidth		= "0.08"
LightSaberTexture       = "greenlightsabre"
LightSaberTrailColor    = "82 255 7 128"
And I do the LUA and munge stuff.

I play my map and what do I get?

Image

Kai Hudorra with Luke's animation and combo.

Help? :?

RE: Windu

Posted: Sun Mar 11, 2007 4:21 pm
by -_-
make sure the lightsaber is calling for Mace's .combo file.

Re: Windu's Animation and Combo

Posted: Sun Mar 11, 2007 4:30 pm
by Darth_Z13
Darth_Z13 wrote:

Code: Select all

[WeaponClass]

ClassLabel      = "melee"
ClassParent		= "com_weap_inf_lightsaber"

[Properties]

ExplosionName = "rep_mace_groundcrack_exp"
//SmashEffect = "com_sfx_groundcrack"

GeometryName        = "rep_weap_inf_lightsabre"
ComboAnimationBank  = "human_sabre melee rep_hero_macewindu"

FirePointName       = "hp_fire"
LightSaberLength	= "1.0"
LightSaberWidth		= "0.08"
LightSaberTexture       = "greenlightsabre"
LightSaberTrailColor    = "82 255 7 128"
I already posted it and it is.

{EDIT} I just noticed these errors in the log.

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Message Severity: 3
.\Source\WeaponMelee.cpp(3035)
WeaponMelee explosion "rep_mace_groundcrack_exp" not found

Message Severity: 3
.\Source\EntitySoldier.cpp(10505)
EntitySoldier "rep_hero_kai" missing animation bank "mace"
The first one I understand but the second one I don't. I copied the Animation folder into the data_bot folder so the animation should be there... :?

RE: Re: Windu

Posted: Sun Mar 11, 2007 4:45 pm
by -_-
try loading the rep file/Mace windu in ur lua before you load ur custom hero first.

RE: Re: Windu

Posted: Sun Mar 11, 2007 5:18 pm
by Darth_Z13
You rule -_-. :D
Image

Another problem; I added the Hoth Hangar entrance but when I'm close to it it looks like this: Image

But when I'm far away it looks like this:Image

Why?

Posted: Sun Mar 11, 2007 11:18 pm
by authraw
I could be wrong, but I would think that it has something to do with the lowrez model. Check to make sure that you have the right textures for the lowrez AND regular models (and that you have both models.)

Posted: Mon Mar 12, 2007 12:04 am
by t551
It's missing the normal detail texture, the lowrez is fine.

Posted: Mon Mar 12, 2007 5:15 pm
by authraw
t551t551 wrote:It's missing the normal detail texture, the lowrez is fine.
Yeah--that would make a little more sense, lol, the game uses the lowrez model when you're far away. So yeah, it looks like you're missing a .tga file from the regular model.

It looks like it uses "hoth_tunnels_03.tga", "hoth_tunnels_01.tga", "hoth_main_1.tga", "hoth_detail.tga", "hoth_frosty_materials.tga", and "hoth_tunnels_03_lowrez.tga". I bet it's one of those that you're missing. ;)

Posted: Mon Mar 12, 2007 8:02 pm
by Darth_Z13
Ahh thanks you. I was missing hoth_detail.tga. Woot!