still need help with darktroopers scaling

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wishihadaname
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still need help with darktroopers scaling

Post by wishihadaname »

ahh im totally lost here! i followed the tutorial for creating a larger unit but i ended up with a misshapen pile of parts! can someone help? i don't know what i did wrong in the darktrooper msh.option i added -scale 2.0 in the odf i added these line
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "imp_inf_default"


[Properties]
PointsToUnlock = 0
SkeletonRootScale = "2.0"
SkeletonRootScaleLowRes = "2.0"
CollisionRootScale = "2.0"


AISizeType = "HOVER"

AnimationName = "sbdroid"
and then i took the sbdroid and sbdroidlz animations and in their munge.bat files i added /scale 2.0 in both of them, then i munged using the munge.bat in the root animations folder. finaly i put the sbdroid.anims sbdroid.zaabin sbdroid zaafbin and sbdroidlz.zaafbin files and put them in the tca/sides/imp/munged folder and i ended up with a what looks like a piece of wadded up armour! how do i fix this?

and also while im on the subject of me not being able to complete tutorials correctly JEEZ WHAT DO I HAVE TO DO TO GET THE UNDERHAND CHAINGUN ICON OFF THE SCREEN! I edited the 1playerhud.hud file and added a line for rep_inf_underhand_chaingun2 but it still doesn't work here is that part of my .hud file


MeshInfo("rep_inf_underhand_chaingun2")
{
Position(-0.180229, 0.376650, 0.007124, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.830000, 0.830000, 0.830000)
}

man its errors like these that make people have mod rage!
Last edited by wishihadaname on Thu Jul 17, 2008 5:22 pm, edited 1 time in total.
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Re: omg so meny problems NEED HELP

Post by Caleb1117 »

There are 2 parts to the HUD file that involve naming your weapon.
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TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("kas_weap_inf_pistol", "com_inv_mesh")
NameMesh("sonic_pistol", "com_inv_mesh")
NameMesh("wok_weap_bowcaster_1", "com_inv_mesh")
NameMesh("esm_r37_rifle", "com_inv_mesh")
NameMesh("arcrifle", "com_inv_mesh")
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wishihadaname
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Re: omg so meny problems NEED HELP

Post by wishihadaname »

ahh the blinding flashes of the obvius!
thanks alot!

just one other thing what bout my darktrooper midgit?
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Re: omg so meny problems NEED HELP

Post by Caleb1117 »

wishihadaname wrote:ahh the blinding flashes of the obvius!
thanks alot!

just one other thing what bout my darktrooper midgit?
I don't think it's messed up cause you scaled it wrong, I think its cause your using the super battle droid animations with it.
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Re: omg so meny problems NEED HELP

Post by Teancum »

Correct. In my experience you can't scale any model with bones in the conventional way. You actually have to create an all new basepose.msh (skeleton) in XSI, then also scale it in the odf.

But as far as parts being everywhere, all of the battle droid skeletons are set up a little different than a human skeleton.
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Re: omg so meny problems NEED HELP

Post by wishihadaname »

dang it i've never used xsi nor even learned how to! this is a problem cas i'm making a mark 3 darktrooper. he uses weapons that are built into his armour so i need him to have a sbdroid skeleton is there any way to make it work. also i tried doing the same thing with the regular darktrooper and i used vaders animation he still looked wierd and distorted in some areas. and also he got alot wider but not much taller any ideas as to why? its basicly a slightly less F'ed up version of my mark 3 in apearance (probably cas the scaling was 1.5 instead of 2.0)
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Re: omg so meny problems NEED HELP

Post by Culvar »

I'd just use Fett anims for the Darktrooper:Reason, Firing can be simulated via his Wrist Rocket Fire, you can slow down his speed in the ODF, and then it wouldn't look like mishappen parts.
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Re: omg so meny problems NEED HELP

Post by wishihadaname »

not a bad idea ill try that next time i get a chance but won't the regular fire just look like a rifle shooting?
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Re: omg so meny problems NEED HELP

Post by Culvar »

wishihadaname wrote:not a bad idea ill try that next time i get a chance but won't the regular fire just look like a rifle shooting?
You can change certain weapons to not have a mesh and use certain animations I think. I'd check the Wrist Rocket for Fett's common ODF.
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Re: omg so meny problems NEED HELP

Post by wishihadaname »

ok but what about my distorted mark 2 darktrooper? im using vaders anims on him and he just looks fat but not much taller
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Re: omg so meny problems NEED HELP

Post by Aman/Pinguin »

wishihadaname wrote:ok but what about my distorted mark 2 darktrooper? im using vaders anims on him and he just looks fat but not much taller
Because vader is scaled with 1.25, but your msh is scaled with 2.
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Re: omg so meny problems NEED HELP

Post by Teancum »

Dude, you need to start reading replies. We're answering your questions and you just ask them again. If you're not going to listen to the community's advice we're gonna start locking your topics.
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Re: omg so meny problems NEED HELP

Post by wishihadaname »

im sorry there is some misunderstanding. im working on two different darktrooper models the mark three you guys told me won't work cas its a droid animation at the top of the page but i was talking about my mark 2 near the bottom here thanks for the help though

EDIT: dang it still not working..... they are still really short and really stout even though i fixed all the files to be consistent for both of them its just not working.
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