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Rebel Soldier + Clone Commander cape

Posted: Fri Jan 21, 2011 6:06 pm
by Null_1138
Hello GT

I tried adding the clone commander's cape to the rebel trooper, to no avail. My process:

Used RepSharpshooter's tutorial on Adding Cloth. I copied the clone commander's cape's MODL chunk, pasted it into the all_inf_soldier.msh, then changed the HEDR and MSH2 longint's. Then, copied the following odf's to the odf folder.

all_inf_rifleman.odf:

Code: Select all

[GameObjectClass]
ClassParent     = "all_inf_default_rifleman"

[Properties]
ClothODF            = "rep_inf_clonecommander_cape"

GeometryName    = "all_inf_soldier"
GeometryLowRes  = "all_inf_soldier_low1"
OverrideTexture = "all_inf_soldierdesert"
FirstPerson     = "all\alltroop;all_1st_trooper"
rep_inf_clonecommander_cape.odf:

Code: Select all

[GameObjectClass]       
ClassLabel          = "cloth"

[Properties]
attachedmesh	= "all_inf_soldier"
BFront2.log:

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "all_inf_rifleman" missing geometry "all_inf_soldier"
Am I missing anything? So far, my map CTD's halfway through loading.

Re: Rebel Soldier + Clone Commander cape

Posted: Fri Jan 21, 2011 6:17 pm
by Firefang
The most likely cause of this is that you didn't hexedit it correctly. The game can't use the broken msh and crashes.

Re: Rebel Soldier + Clone Commander cape

Posted: Fri Jan 21, 2011 7:34 pm
by AQT
Hmmm, it seems like everything you mentioned and posted was done right. But if it helps, try cross referencing your work with the "less technical" version of the adding cloth tutorial that I wrote HERE.

Re: Rebel Soldier + Clone Commander cape

Posted: Sat Jan 22, 2011 10:00 am
by Null_1138
Thank AQT, that's pretty much exactly how RepSharpshooter had it, except its much cleaner and easier on the eyes. The pictures help too. I followed it to the letter: no joy.

So, I am thinking that, perhaps, the Rebel Soldier is incompatible with the Clone Commander's cape.
RepSharpshooter wrote:Also, as I try and put together different things, I've found out some are incompatible:
luke + duku cape
clone + obiwan skirt

These produce a weird effect where the cape is expanded, it probably has something to do with each units having different bones or whatnot.
Is it a possibility that that the two units have a different bone structure, and this is causing the cape to malfunction and crash the map? (I don't have any knowledge of bones, etc.)

Would the unit's basepose be an indicator of how the bones are set up? I.e. the clones and storm troopers have their arms pointed 90 degrees away from their body, but some rebels and some Imps have their arms pointed at ~45 degrees.

Re: Rebel Soldier + Clone Commander cape

Posted: Sat Jan 22, 2011 5:53 pm
by Fiodis
I'm not a modelling guru, but I think even if their arms are pointed differently they still use Unit_template_beta.

Re: Rebel Soldier + Clone Commander cape

Posted: Sun Jan 23, 2011 11:06 am
by Null_1138
So, is Unit_template_beta the skeleton structure applied for all units, or is it something else?

Re: Rebel Soldier + Clone Commander cape

Posted: Sun Jan 23, 2011 11:54 am
by DarthD.U.C.K.
they all use the same skeleton otherwise they would need seperate animsets.

Re: Rebel Soldier + Clone Commander cape

Posted: Sun Jan 23, 2011 1:51 pm
by Delta-1035
I've just followed this tutorial trying to hex edit the ep3sniper cape on the rebel heavytrooper but I get the same error.. :? I've personally found difficult to search where to paste the MODL of the cape on the rebel.

Re: Rebel Soldier + Clone Commander cape

Posted: Sun Jan 23, 2011 8:43 pm
by AQT
As Firefang mentioned earlier, crashes that are associated with hex edited MSH's usually involve a mistake(s) somewhere. A good way to indirectly check your work is to see whether the MSH opens up properly in MSH Viewer without errors.

@Null_1138: I wish I had thought of this earlier, but I decided to try it out myself (go figure). And the result:
Hidden/Spoiler:
Image
And here's the MSH for your reference: http://www.filefront.com/17840911/all_i ... c_cape.msh

I followed the tutorial I wrote word-for-word (well, the one in my head actually) without using RepSharpshooter's, if that helps.

Re: Rebel Soldier + Clone Commander cape

Posted: Sun Jan 23, 2011 8:48 pm
by Null_1138
O.o
...

Well, it must be me then. But, you are right, I looked at the msh in the MSH Viewer and it turned up blank. I also tried it for with the Ep3 sniper's cape, same result. I must be misinterpreting the tutorial... Anyway, thanks for the msh. When I find the problem in mine, I'll post it.

EDIT: Ok, for one, both your HEDR and MSH2 have a longint that is exactly +3 to mine. See, when I followed Rep's tutorial:

I put the cursor on the character after the L in MODL, took its longint, and said "Address, Go To, <longint>, Relative Down," and that would bring me to the character that is 3 places before the M in the next MODL. From your tut, I see that you took those last 3 characters. I'll try that.

EDIT2: Hm... It seems where you place this MODL chunk is also important. From your msh file, I see you put the chunk at Address 21,300. That's where the "override_texture" chunk starts on the stock msh. My cape chunk starts at Address 688, where the "sv_all_trooper" chunk begins on the stock msh. Would that be the problem?

Re: Rebel Soldier + Clone Commander cape

Posted: Sun Jan 23, 2011 9:15 pm
by Firefang
Yes, I'm pretty sure you put the modl chunk behind the bone to which it is attached.

Re: Rebel Soldier + Clone Commander cape

Posted: Sun Jan 23, 2011 9:51 pm
by AQT
Null_1138 wrote:Hm... It seems where you place this MODL chunk is also important.
Nope, that kind of shouldn't matter, at least with cloth. To be honest, I placed the cape there because it seemed like a good spot. The rule of thumb I follow is: never place a cape between two MODL chunks with bone in its NAME and/or PRNT. Works just about everytime, unless it's the MSH fault, where the cape doesn't show up or have one of those incompatibility issues.