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Re: Givin the Clone trooper a backpack

Posted: Thu Sep 09, 2010 9:03 am
by Fiodis
You don't have to envelope an addon mesh.

Re: Givin the Clone trooper a backpack

Posted: Sun Sep 12, 2010 10:05 am
by Necromancer
That means, what I have to do isjust: import the skeleton, but then shall I follow the "How to get your mesh into SWBF2 "-Tutorial from Vyse, or the tut u postet in this thread?Cuz by following ur tut, I wouldn't have to create these new layers(REP_clonetrooper_rig, REP_clonetrooper_bones, and so on)and move all the stuff into the right ones.SO No envelping at all, 1. Import
2. Hide the sv_jettrooper thingy that it doesn't show up in the game
3.Import addonmesh
4. UV ap addonmesh
5. Attach addonmesh
7. Select the dummyroot, currently created(or the already existing DummyRoot?) with mousewheel
8. Export with Crosswalk
9.Convert with MeshEx

That was the way I did it and well, I messed my models up a few times, and I didn't get an acceptable result yet, so...somethin somewhere went terribly wrong.

Re: Givin the Clone trooper a backpack

Posted: Sun Sep 12, 2010 10:22 am
by Fiodis
Whenever you use that Unit_template_beta, you can't use MshEx.

1) Make addon mesh.
2) Export with crosswalk.
3) Convert with MshEx.
4) Attach via odf.
5) Go back into XSI and tweak rotation if you need to.

Re: Givin the Clone trooper a backpack

Posted: Sun Sep 12, 2010 10:44 am
by Necromancer
Whoah , now that was the cause!How can I attach it VIA ODF-file, I mean is there a tutorial or somethin??

Re: Givin the Clone trooper a backpack

Posted: Sun Sep 12, 2010 10:56 am
by DarthD.U.C.K.
dont follow vyses tutorial if you just want to make an addonmesh. and the question in step number 7 is answered in AceMasterminds tutorial

sorry for submiting this a bit late, but you should use the unit template, its the easiest way to create a pefectly fitting addonmesh

Re: Givin the Clone trooper a backpack

Posted: Sun Sep 12, 2010 11:02 am
by Necromancer
DarthD.U.C.K. wrote:dont follow vyses tutorial if you just want to make an addonmesh. and the question in step number 7 is answered in AceMasterminds tutorial

sorry for submiting this a bit late, but you should use the unit template, its the easiest way to create a pefectly fitting addonmesh
Well, is Fiodis way of doing it riht, or not ?If so, then I#d like to know how to attach it per ODF.
I have expierience with wepaon ODF scripting stuff, but I never heard about ataching addons via ODF?!

Re: Givin the Clone trooper a backpack

Posted: Sun Sep 12, 2010 11:11 am
by DarthD.U.C.K.

Re: Givin the Clone trooper a backpack

Posted: Sun Sep 12, 2010 11:24 am
by Necromancer
Darth_Z13's Tutorial works also for BF1 ,doesn't it?

Re: Givin the Clone trooper a backpack

Posted: Sun Sep 12, 2010 11:26 am
by DarthD.U.C.K.
about what? can you post a link please?

Re: Givin the Clone trooper a backpack

Posted: Sun Sep 12, 2010 11:31 am
by Necromancer
DarthD.U.C.K. wrote:about what? can you post a link please?
http://www.gametoast.com/forums/viewtop ... 27&t=10316

Besides, theoretically it would be possible to create ur Addonmesh with blender, too, wouildn't it?(In combination with MSHViewer)

Re: Givin the Clone trooper a backpack

Posted: Sun Sep 12, 2010 11:37 am
by DarthD.U.C.K.
yeah, but then you would have to spend time on trying to give it the correct rotation

about it being used in swbf1: i suppose it should work the same, you could look into dookus odf in the swbf1-assets and find out if there's any dfference

Re: Givin the Clone trooper a backpack

Posted: Sun Sep 12, 2010 1:32 pm
by Necromancer
In the ODF looks everything the same,but when I try to load my map it crashes.
That's what I wrote in ym ODF. I used the clone trooper:
Hidden/Spoiler:
[GameObjectClass]

ClassLabel = "soldier"
GeometryName = "rep_inf_trooper.msh"


[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"

Label = "Republic Trooper"
UnitType = "trooper"
IconTexture = "rep_trooper_icon"
MapTexture = "troop_icon"
MapScale = 1.4

GeometryName = "rep_inf_trooper"
GeometryLowRes = "rep_inf_trooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
AnimationName = "all_inf_snowtrooper"

CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "5.0"

CAMERASECTION = "STANDZOOM"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "5.0"

CAMERASECTION = "CROUCHZOOM"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "PRONE"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"

CAMERASECTION = "PRONEZOOM"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

MaxHealth = 300.0

Acceleraton = 70.0
MaxSpeed = 6.5
MaxStrafeSpeed = 4.5
MaxTurnSpeed = 4.0


WeaponName1 = "rep_weap_inf_pistol"
WeaponAmmo1 = 4
WeaponName2 = "imp_weap_inf_grapplinghook"
WeaponAmmo2 = 0
WeaponName3 = "rep_weap_inf_haywiredetonator"
WeaponAmmo3 = 3
WeaponChannel3 = 1
WeaponName4 = "rep_weap_inf_crackgrenade"
WeaponAmmo4 = 2
WeaponChannel4 = 1

AimFactorPostureSpecial = 50
AimFactorPostureStand = 100
AimFactorPostureCrouch = 140
AimFactorPostureProne = 160
AimFactorStrafe = 60
AimFactorMove = 70

HurtSound = "rep_inf_com_chatter_wound"
DeathSound = "rep_inf_com_chatter_death"
AcquiredTargetSound = "rep_inf_com_chatter_acquired"
HidingSound = "rep_inf_com_chatter_hide"
ApproachingTargetSound = "rep_inf_com_chatter_approach"
FleeSound = "rep_inf_com_chatter_flee"
PreparingForDamageSound = "rep_inf_com_chatter_predamage"
HeardEnemySound = "rep_inf_com_chatter_heard"
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = ".25"
FoleyFXClass = "rep_inf_trooper"

// squad command VO
SCFieldMoveOutSound = "rep_inf_com_chatter_tac_moveout"
SCFieldHoldSound = "rep_inf_com_chatter_tac_hold"
SCFieldFollowSound = "rep_inf_com_chatter_tac_follow"
SCDriverGetInSound = "rep_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound = "rep_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound = "rep_inf_com_chatter_tac_spreadout"
SCPassengerStopSound = "rep_inf_com_chatter_tac_stop"
SCPassengerGetInSound = "rep_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound = "rep_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound = "rep_inf_com_chatter_tac_allclear"
SCGunnerSteadySound = "rep_inf_com_chatter_tac_stop"
SCGunnerGetInSound = "rep_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound = "rep_inf_com_chatter_tac_moveout"
SCResponseYessirSound = "rep_inf_com_chatter_tac_yes"
SCResponseNosirSound = "rep_inf_com_chatter_tac_no"
//ChargeSound = "rep_inf_com_chatter_tac_charge"

// AI squad command VO
AISCFieldMoveOutSound = "ai_rep_inf_com_chatter_tac_moveout"
AISCFieldHoldSound = "ai_rep_inf_com_chatter_tac_hold"
AISCFieldFollowSound = "ai_rep_inf_com_chatter_tac_follow"
AISCDriverGetInSound = "ai_rep_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound = "ai_rep_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound = "ai_rep_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound = "ai_rep_inf_com_chatter_tac_stop"
AISCPassengerGetInSound = "ai_rep_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound = "ai_rep_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound = "ai_rep_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound = "ai_rep_inf_com_chatter_tac_stop"
AISCGunnerGetInSound = "ai_rep_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound = "ai_rep_inf_com_chatter_tac_moveout"
AISCResponseYessirSound = "ai_rep_inf_com_chatter_tac_yes"
AISCResponseNosirSound = "ai_rep_inf_com_chatter_tac_no"
AISCGunnerGetOutSound = "ai_rep_inf_com_chatter_tac_moveout"

AISizeType = "SOLDIER"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.40
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.30
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.10


AnimatedAddon = "BACKPACKTHINGY"
GeometryAddon = "rep_addon_backpack"
AddonAttachJoint = "bone_ribcage"

Re: Givin the Clone trooper a backpack

Posted: Sun Sep 12, 2010 3:52 pm
by AceMastermind
@Necromancer
You seem really confused about what needs to be done here, are our tutorials really that hard to understand or are you just bad at following instructions? :)
Please let us know how the tutorials can be improved so we can avoid 2+ page topics about creating addon meshes from now on.

Re: Givin the Clone trooper a backpack

Posted: Mon Sep 13, 2010 1:59 pm
by Necromancer
Nah, I#m not confused ,it's just that everyone says somethin different and I just want to get a simple instruction, like a step by step tutorial, cuz first it says that U can make he model that way , then it means that u can make it this way, and I have have to say that I am a bit confused, so coould someone just tell me how to add a mesh to the clone trooper model of BF1 , mybe my problem describtion was a little bit to unspecyfic.

Re: Givin the Clone trooper a backpack

Posted: Mon Sep 13, 2010 10:16 pm
by AceMastermind
From what I gathered so far you want to edit a player model to add additional geometry which means the addon mesh tutorial mentioned by DarthD.U.C.K. in the 4th post is not what you want(but it is an option) so forget that for now.

You don't need to merge the backpack and the unit mesh for it to work, they simply need to be in the same hierarchy and enveloped to the bones though a parent-child relationship alone may work just as well for adding a simple backpack(child to bone_ribcage) to the hierarchy but I never tried it that way with a player model, that method does work for FPMs though.
Hex editing the backpack geometry to the player model msh is another option you could look into as well.

You need to follow Vyse's "guideline" tutorial and you'll also need to export this scene from a full version or trial of XSI(4.2-5.11) using the Pandemic Tools, have a look at the stickies at the top of this 3d forum for the software you need.

Re: Givin the Clone trooper a backpack

Posted: Tue Sep 14, 2010 4:03 am
by DarthD.U.C.K.
AceMastermind wrote: You don't need to merge the backpack and the unit mesh for it to work, they simply need to be in the same hierarchy and enveloped to the bones though a parent-child relationship alone may work just as well for adding a simple backpack(child to bone_ribcage) to the hierarchy but I never tried it that way with a player model, that method does work for FPMs though.
ive tried that sometime and ingame it wasnt attached properly so i enveloped. it could have been some kind of fault on my side though

Re: Givin the Clone trooper a backpack

Posted: Tue Sep 14, 2010 2:23 pm
by Necromancer
Well, problem is, on my german computer the Mod tools (trial 4.x -5.x)says that 0 days for using it are left,so I can't even get into the program.I recently posted it in the request forum , after D.U.C.K. recommended it .What I need is just asimple instruction how to add the mesh , and with which version of XSI I have to create the addonmesh.(i mean via ODF)My blender model didn't work, although my ODF script was correct.I'm gonna make a new model with XSI and attach this to my unit, maybe thatll work, who knows?

Re: Givin the Clone trooper a backpack

Posted: Wed Sep 15, 2010 7:31 am
by DarthD.U.C.K.
you should probably learn the basics of modding first by reading the deocumentation of the modtools and maybe some tutorials in the everythingyounnedthread.
we already posted all the tutorials you may need and answered the questions

Re: Givin the Clone trooper a backpack

Posted: Fri Sep 17, 2010 9:04 am
by Necromancer
The commercial verisons of XSi don't work on my computer ,no matter why.
Point is: I can't do models on my computer , or I can't export them on my computer, judging from what u say, it seems to bea an easy job to you, I know that whole thread took some doing, but couldn't just some of u do the model, i mean it sounds like u could do it ij afew seconds, just like that, so...