LAAT and DC-15 where not shown correctly!And 2 Questions.

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CT-26-6958_Hevy
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LAAT and DC-15 where not shown correctly!And 2 Questions.

Post by CT-26-6958_Hevy »

Hello Gametoast,
Im back with another Problem ( again and again! xD)
1. I have turned a LA-AT into a prop, but these Balls where not shown correct:
Hidden/Spoiler:
Image
Image
The Collision i always there and two of these Balls are under the ground i think!

My LAAT Prop odf:
Hidden/Spoiler:
[GameObjectClass]

ClassLabel = "prop"

GeometryName = "rep_fly_laati.msh"

[Properties]

GeometryName = "rep_fly_laati"
Yes, its a Custom LAAT but with the original its the same!

2. The Textur of these Carabine where not shown correctly:
Hidden/Spoiler:
Image
I have changed nothing

And my Question is, i want to change the Lasers of my SBD, it should shoot 2 laserbeams at once(same at all)
2.I dont understand these Steps out of the Cape Tutorial... can anbody tell me what i have to doe there in German?:
Hidden/Spoiler:
HEDR

1. At the way beginning is the HEDR header. After this is a 4-byte long int that tells how long the file is after HEDR and the 4-byte long int. Use the data inspector to read it.
2. Go back to your cape MODL chunk you saved to a different file.
3. Put your cursor at the way end and read the address on the bottom left. Put this in a calculator.
4. Place the cursor on the first byte of the long int directly after HEDR (address is 4, remember, counting starts at 0).
5. Read the long int number in the data-inspector. Add this to the number in the calculator, and add 1 to the sum (cause reading the cape started at 0, now we want to count starting at 1)
6. Got to tools > encode number and type the result of step 5 and check the long int box, make sure to overwrite at current address (press ok).
7. The number should be encoded in binary format now.

MSH2

1. Read the long int after the MSH2 header (I assume you know how to do this by now)
2. Add the long int + cape size + 1
3. Encode the sum from step 2 after MSH2.
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linksith
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Re: LAAT and DC-15 where not shown correctly!And 2 Questions

Post by linksith »

I might be of help for the first one only. I would try to modify the msh file in blender or something and move the orbs manually. I think the vehicles have a weird way of doing things but what I do know is that the vehicles in its msh files have the balls separated, but in game (as a vehicle and not a prop) it automatically moves the orbs into place. So as a prop I would modify the object in blender.
Null_1138
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Re: LAAT and DC-15 where not shown correctly!And 2 Questions

Post by Null_1138 »

Vehicles that are animated need a different ODF class if you want them to be props. I had to do this to an X-wing and a Jedi Starfighter. In your LAAT's ODF, change this:

Code: Select all

[GameObjectClass]        

ClassLabel        =    "prop"
to this:

Code: Select all

[GameObjectClass]        

ClassLabel        =    "armedbuilding"
CT-26-6958_Hevy
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Re: LAAT and DC-15 where not shown correctly!And 2 Questions

Post by CT-26-6958_Hevy »

okay, i try it

Edit: Work!
1 Problem Solved
kinetosimpetus
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Re: LAAT and DC-15 where not shown correctly!And 2 Questions

Post by kinetosimpetus »

CT-26-6958_Hevy wrote: And my Question is, i want to change the Lasers of my SBD, it should shoot 2 laserbeams at once(same at all)
Look at the wookiee bowcaster
specifically ShotPattern... and ShotsPerSalvo.
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Re: LAAT and DC-15 where not shown correctly!And 2 Questions

Post by Darth_Spiderpig »

Or better the stock droideka weapon odf.
It fires 2 bolts at one shot.

I think he's talking about something like this, right? :o
kinetosimpetus
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Re: LAAT and DC-15 where not shown correctly!And 2 Questions

Post by kinetosimpetus »

i dont think it does.
CT-26-6958_Hevy
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Re: LAAT and DC-15 where not shown correctly!And 2 Questions

Post by CT-26-6958_Hevy »

Okay i will Look at this...
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