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More Vehicle Issues!

Posted: Thu Aug 13, 2009 11:48 am
by Super_Clone
I'm trying to make a hover vehicle with the clone commando model and animations, no crash, but the vehicle doesn't appear... I changed the msh lines to read the commando's msh, replaced the animations, commented out the fire points and weapons, etc. But still the vehicle doesn't appear, the error log says that the exp can't be found, might that be it? Thanks in advanced, as always :wink:

P.S. I have ready Superm9's topic on making Obi-Wan a walker, so I'm certain you can get a hover vehicle to use a unit's model and animations.

Re: Unit as Hover Vehicle

Posted: Thu Aug 13, 2009 12:10 pm
by Fiodis
I thought you couldn't get units as vehicles. Which topic of Superm9's is this? Could you provide a link? Searching the forums for "Obi-wan" with Superm9 as the author didn't get me any results.

Re: Unit as Hover Vehicle

Posted: Thu Aug 13, 2009 12:22 pm
by Super_Clone

Re: Unit as Hover Vehicle

Posted: Thu Aug 13, 2009 12:27 pm
by Fiodis
Ah, I remember that. I think FragMe mentioned that you'd have to edit the anims in XSI.
FragMe! wrote: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

Re: Unit as Hover Vehicle

Posted: Thu Aug 13, 2009 12:28 pm
by DarthD.U.C.K.
yes,
you just give your vehilce the units odf thats all

but the unit will allways have arms and legst stretched if you dont import it in xsi pose it differnetly and reexport or make a 9pose anim for it

Re: Unit as Hover Vehicle

Posted: Thu Aug 13, 2009 12:30 pm
by Super_Clone
DarthD.U.C.K. wrote:yes,
you just give your vehilce the units odf thats all
What do you mean by that?

Re: Unit as Hover Vehicle

Posted: Thu Aug 13, 2009 12:33 pm
by DarthD.U.C.K.
:oops: my bad i meant msh, sorry

Re: Unit as Hover Vehicle

Posted: Thu Aug 13, 2009 12:35 pm
by Super_Clone
What about when it comes to animations though?

Re: Unit as Hover Vehicle

Posted: Thu Aug 13, 2009 12:38 pm
by DarthD.U.C.K.
what do you mean?

Re: Unit as Hover Vehicle

Posted: Thu Aug 13, 2009 8:00 pm
by FragMe!
Super_Clone wrote:What about when it comes to animations though?
You cannot use the regular Obiwan animations, meaning no jumping, running rolling etc.

What you may be able to use is for the 9pose animations (or finanimations as they are sometimes called) Example from the barcspeeder.

AnimationName = "rep_hover_barcspeeder"
FinAnimation = "barcspeeder_9pose"

so try something like

AnimationName = "human_4"
FinAnimation = "human_barc_9pose"

That may get it in game but there might be not too much movement.

*you may or may not need the human in the human_barc_9pose

Re: Unit as Hover Vehicle

Posted: Thu Aug 13, 2009 8:06 pm
by AceMastermind
Super_Clone wrote:P.S. I have ready Superm9's topic on making Obi-Wan a walker, so I'm certain you can get a hover vehicle to use a unit's model and animations.
The part that you really should've paid attention to was the last post:
Superm9 wrote:Yeah, I managed to get a player model as a hover vehicle easy... it just isn't the effect I was looking for.

Re: Unit as Hover Vehicle

Posted: Fri Aug 14, 2009 12:26 pm
by Superm9
Yeah, the effect was a hovering player model in the basepose (arms outstretched, legs straight (the pose seen in the meshviewer))... everything worked, it just looked really bad.

And a player model as a walker vehicle is almost flat-out impossible without creating an entire new group of walker-type animations with playermodels in mind - very hard. I did have mild (and very strange) success in using a player model with the origional walker animations - it looked very funny seeing Obi-Wan's model stretched out over the skeleton of an AT-RT :shock:

But yeah, playermodels as vehicles have been attempted, but you either end up with an impossibly difficult project or a really weird result.

Good luck!

Re: More Vehicle Issues!

Posted: Sun Aug 16, 2009 8:48 am
by Super_Clone
Ok, now I have more vehicle issues, My vehicle for my DMI lot isn't appearing, All it is is a hexed Rep Commando Shuttle for a new texture, and I rigged it up to be a hover vehicle, heres my ODF:
Hidden/Spoiler:
[GameObjectClass]

ClassLabel = "hover"
GeometryName = "rep_hover_trans.msh"

[Properties]

HUDModel = "hud_AAT_shape"
WaterEffect = "com_sfx_waterwake_lg"
FLYERSECTION = "BODY"
VehicleType = "light"
AISizeType = "MEDIUM"
MapTexture = "aat_icon"
HealthTexture = "HUD_cis_aat_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = "1.5"
GeometryName = "rep_hover_trans"
Explosion = "rep_fly_command_exp"
//FirstPerson = "REP\repgunsh;rep_1st_cockpit_gunship"
//ExplosionCritical = "rep_fly_command_exp"
ExplosionDestruct = "rep_fly_command_exp"
FirstPersonFOV = "52"
CockpitTension = "22"
CollisionScale = "4"
CollisionThreshold = "5"

MaxHealth = "8000"
//HitLocation = "p_crithit 4.00"

TimeRequiredToEject = "5.0"
EjectResistance = "0.02"
TimeTilReboard = "5.0"

HealthType = "vehicle"
SetAltitude = "0.3"
GravityScale = "5"
LiftSpring = "4"
LiftDamp = "3"

Acceleraton = 20.0
MinSpeed = 30.0
MidSpeed = 45.0
MaxSpeed = 60.0
StrafeSpeed = 12.0

EnergyBar = 60
EnergyOverheat = 20
EnergyAutoRestore = 7.5
EnergyBoostDrain = 20
BoostSpeed = 17
BoostAcceleration = 100.0
BoostFOV = 60

AddSpringBody = "-1.6 1.9 1.95 2.5"
BodySpringLength = "0.3"
AddSpringBody = "1.6 1.9 1.95 2.5"
BodySpringLength = "0.3"
AddSpringBody = "0.0 2.15 -1.6 3.5"
BodySpringLength = "0.8"
BodyOmegaXSpringFactor = "2"
VelocitySpring = "5"
VelocityDamp = "2.5"
OmegaXSpring = "1"
OmegaXDamp = "3"
OmegaZSpring = "4"
OmegaZDamp = "1.5"
SpinRate = "1.7"
TurnRate = "1.7"
TurnFilter = "10"
PitchRate = "0.5"
PitchFilter = "10"
StrafeRollAngle = "0.01"
ThrustPitchAngle = "0"
BankAngle = "-0.01"
BankFilter = "3"
LevelSpring = "2"
LevelDamp = "1"
PCPitchRate = "15"
PCSpinRate = "15"
PCTurnRate = "20"
EyePointOffset = "0.0 2.5 -2.0"
TrackCenter = "0.0 5.0 0.0"
TrackOffset = "0.0 -1.0 10.0"
TiltValue = "7"
PitchLimits = "-30 20"
YawLimits = "-90 90"


VehicleCollision = "p_vehiclesphere"

OrdnanceCollision = "p_crithit" // critical hit location
OrdnanceCollision = "CollisionMesh"
OrdnanceCollision = "p_sidegun1"

SoldierCollision = "CollisionMesh"

EyePointOffset = "0.0 0.0 10.0"
TrackCenter = "0.0 10.0 -24.0"
TrackOffset = "0.0 0.0 0.0 "
TiltValue = "4.0"

AimTension = "30.0"
MoveTension = "4.5"

SoldierCollision = "collision" //collision meshes on vehicles ONLY apply to soldier and ordnance, for vehicles and buildings primitives are required
OrdnanceCollision = "collision" //collision meshes on vehicles ONLY apply to soldier and ordnance, for vehicles and buildings primitives are required
BuildingCollisionPrim = "BldgSphere1 sphere NULL 0.0 5.0 -7.0 5.0 0.0 0.0"
BuildingCollisionPrim = "BldgSphere2 sphere NULL 0.0 4.0 9.0 4.0 0.0 0.0"
BuildingCollisionPrim = "BldgSphere3 sphere NULL 0.0 5.0 1.0 5.0 0.0 0.0"

TerrainCollisionPrim = "BldgSphere1 sphere NULL 0.0 5.0 -7.0 5.0 0.0 0.0"
TerrainCollisionPrim = "BldgSphere2 sphere NULL 0.0 4.0 9.0 4.0 0.0 0.0"
TerrainCollisionPrim = "BldgSphere3 sphere NULL 0.0 5.0 1.0 5.0 0.0 0.0"



AimerNodeName = "hp_gun_5"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.5"

NextAimer = "-"

AimerNodeName = "hp_gun_6"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.5"

VehiclePosition = "common.vehiclepositions.pilot"



//********************************
//******** R BALL TURRET *******
//********************************

FLYERSECTION = "TURRET1"

PitchRate = 1.5
PitchFilter = 2.75
TurnRate = 1.5
TurnFilter = 2.75


//FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "-180.0 0.0"
PitchLimits = "-60.0 70.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"


EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 1.2 -1.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "hp_gun_2"
FirePointName = "hp_gun_2"




TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

VehiclePosition = "common.vehiclepositions.rightturret"

//********************************
//******** L BALL TURRET *******
//********************************
FLYERSECTION = "TURRET2"

PitchRate = 1.5
PitchFilter = 2.75
TurnRate = 1.5
TurnFilter = 2.75


//FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "0.0 180.0"
PitchLimits = "-60.0 70.0"

//YawLimits = "0.0 170.0"
//PitchLimits = "10.0 70.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"

//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"

EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 1.2 -1.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "hp_gun_1"
FireNodeName = "hp_gun_1"




TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

VehiclePosition = "common.vehiclepositions.leftturret"


ThrustEffect = "com_sfx_exhaust_xwing"
ThrustAttachPoint = "hp_engine_1"
//ThrustAttachOffset = "1.5419 -0.2269 -4.4174"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "2.2"
ThrustEffectScaleStart = "0.0"

ThrustEffect = "com_sfx_exhaust_xwing"
ThrustAttachPoint = "hp_engine_2"
//ThrustAttachOffset = "-1.5419 -0.2269 -4.4174"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "2.2"
ThrustEffectScaleStart = "0.0"


ThrustEffect = "com_sfx_exhaust_xwing"
ThrustAttachPoint = "hp_engine_3"
//ThrustAttachOffset = "-1.5419 -0.2269 -4.4174"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "2.2"
ThrustEffectScaleStart = "0.0"

ThrustEffect = "com_sfx_exhaust_xwing"
ThrustAttachPoint = "hp_engine_4"
//ThrustAttachOffset = "-1.5419 -0.2269 -4.4174"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "2.2"
ThrustEffectScaleStart = "0.0"


DamageStartPercent = 85.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 75.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 75.0
DamageStopPercent = 45.0
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 55.0
DamageStopPercent = 25.0
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 45.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 25.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_3"

And heres the error log parts relevant to said vehicle:
Hidden/Spoiler:
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1103)
Entity "rep_hover_trans" unknown hit location "p_crithit"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "rep_hover_trans" unknown vehicle collision "p_vehiclesphere"
Both are Sev 2's so I'm assuming that they couldn't / shouldn't not allow the vehicle to show up.

Re: More Vehicle Issues!

Posted: Sun Aug 16, 2009 9:33 am
by Xavious
How did you add the vehicle? Did you place it itself or use a vehicle spawn?

Re: More Vehicle Issues!

Posted: Sun Aug 16, 2009 10:17 am
by Super_Clone
Tried both, neither worked, heres the updated error log:
Hidden/Spoiler:
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "rep_hover_trans" unknown vehicle collision "p_vehiclesphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "rep_hover_trans" unknown terrain collision "collision"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "rep_hover_trans" unknown building collision "collision"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(135)
Vehicle spawn missing command post "cp1"
About the new CP error, it says its not there for the vehicle spawn, but yet it is..

Re: More Vehicle Issues!

Posted: Sun Aug 16, 2009 10:33 am
by Xavious
Super_Clone wrote:Tried both, neither worked, heres the updated error log:
Hidden/Spoiler:
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "rep_hover_trans" unknown vehicle collision "p_vehiclesphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "rep_hover_trans" unknown terrain collision "collision"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "rep_hover_trans" unknown building collision "collision"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(135)
Vehicle spawn missing command post "cp1"
About the new CP error, it says its not there for the vehicle spawn, but yet it is..
Does it have a control region?

Oh, and I'm pretty sure you should be placing your vehicles directly for DMI, not using vehicle spawns.