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Resizing Objects via ODF to appear larger in ZE [Solved]
Posted: Fri Apr 06, 2007 7:10 am
by Ace_Azzameen_5
Can somebody how to resize objects via odf so that they appear larger in zeroeditor?
I already know how to scale them in game, but lining them up is very difficult when they are a hundredth of the size in ZE.
P.S.
After this is answered, somebody please add it to the modding FAQ so noone will ever ask this again!
RE: Resizing Objects
Posted: Fri Apr 06, 2007 10:49 am
by Astute
It was possible in swbf1, but I don't think scaling works very well in swbf2. I tried scaling something a long time back, but it would fade in and out at different view angles.
Posted: Fri Apr 06, 2007 11:16 am
by Ace_Azzameen_5
It works Astute, I already said that...
Posted: Fri Apr 06, 2007 11:30 am
by FragMe!
here is an example odf for making a door twice the size in ZE
Code: Select all
[GameObjectClass]
ClassLabel = "door"
GeometryName = "dea1_prop_door2.msh"
GeometryScale = 2
[Properties]
GeometryName = "dea1_prop_door2"
AnimationName = "dea1_prop_door"
Animation = "open"
AnimationTrigger = "hp_door 4.0"
OrdnanceCollision = "p_door"
OpenSound = "door_open"
CloseSound = "door_close"
LockedSound = "vehicle_equip"
FoleyFXGroup = "metal_foley"
Posted: Fri Apr 06, 2007 12:10 pm
by Ace_Azzameen_5
Ah, Geo Scale, thanks.
Posted: Sat Apr 07, 2007 11:16 pm
by FragMe!
psych0fred
did the scale animation thing to an acklay reduced it by 1/3 looks so cute now. thing is though it is off the ground as if it was still centered (nulled) around the full sized one is there a way to lower it?
Thanks
Posted: Sun Apr 08, 2007 9:57 am
by Caleb1117
Wait... you can scale units too? So a map of migits vs Giants would be possable? 0.o
Posted: Sun Apr 08, 2007 1:46 pm
by FragMe!
I did create option files (basically for every Acklay mesh I could find) the only thing that didn't appear to do anything was the munge in the animation\vehicle\geo_walk_acklay folder. It does do something but it is on an off screen so fast can't see what it says.
Anyway here some pictures of what I ended up with.
This one is fuzzy cause I zoomed in a bit.

This one shows how much above the water it is.

Posted: Tue Apr 10, 2007 11:50 am
by FragMe!
From what I have been able to decern from reading just about anything I can find, except for what will actually tell me what I need to know

collisonscale relates to how much damage it will take from collisions. I have however figured out what it is "walking" on by doing as you suggested with bf2modtools and looking at collisions (that's actually pretty cool and useful)
It seems the p_-so parts don't respond to the scale factor in the option file. I can see the reduced acklay but the other parts are orignal size. I know the p things relate to collision I just can't find the document I read it in. So I'll ask outright is there a switch for scaling these?
Thanks
Posted: Wed Apr 11, 2007 5:22 am
by Qdin
look in the Wookies' .odf's

if I remember right there are also lines for collisionscal eand geometryscale in case you could use it. I don't have the files right here, so I can't check for myself
