Feet sinking into the terrain [Solved]

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Caleb1117
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Feet sinking into the terrain [Solved]

Post by Caleb1117 »

Hello, I just put the Elmo model in to replace vader, in my map.
(see the topic for more detail)
and somehow his feet ended up below the ground. :?
Image
I basicly just took vader's odf any copied alot into elmos odf now its time for... Spot the ODF error!


Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_jedi_default"

[Properties]
AISizeType = "HOVER"
GeometryName = "elmo_inf_trooper"
GeometryLowRes = "elmo_inf_trooper"
ClothODF = "imp_inf_darthvader_cape"
SkeletonName = "vader"
SkeletonLowRes = "vaderlz"
SkeletonRootScale = "0.80"
CollisionRootScale = "0.80"
MaxHealth = 1800.0
UseDirectionalJumps = "0"

MaxSpeed = 6.5 // base forward speed
MaxStrafeSpeed = 6.5 // base right/left speed
MaxTurnSpeed = 3.0 // base turn speed
JumpHeight = 3.5 // base jump height in meters
JumpForwardSpeedFactor = 1.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 1.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 1.7 // in forward arc, boost speed by this factor when rolling
Acceleration = 90.0 // accelerate to full run in about 7/70 = 0.1 seconds
JetAcceleration = 20.0 // for characters with jet jump, use this acceleration for in air control
SprintAccelerateTime = 0.05 // accelerate from run to sprint in this time
EnergyDrainSprint = 40.0 // energy spent per second of sprinting
ControlSpeed = "sprint 5.00 0.50 0.50"

JetJump = "7.0" //The initial jump-push given when enabling the jet
JetPush = "7.0" //The constant push given while the jet is enabled (20 is gravity)
JetEffect = ""
JetType = "hover"
// Vader used JetFuel to control how long he can hover, even though it's not visible in the HUD
JetFuelRechargeRate = "0.9" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.3" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.25" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "1.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 30.0

CollisionScale = "0.0 0.0 0.0"

WEAPONSECTION = 1
WeaponName1 = "krn_weap_lightsaber"
WeaponAmmo1 = 0

WEAPONSECTION = 2
WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1

WEAPONSECTION = 3
WeaponName3 = "com_weap_inf_force_choke"
WeaponAmmo3 = 0
WeaponChannel3 = 1

CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 6.0"
TiltValue = "10.0"

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"

//SOUND
VOUnitType = 191
SoldierMusic = "imp_hero_Vader_lp"
//HurtSound = "imp_inf_com_chatter_wound"
//DeathSound = "imp_inf_com_chatter_death"
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
AmbientSound = ""
FoleyFXClass = "imp_inf_soldier"
SndHeroSelectable = ""

VOSound = "imp_off_response_hero_command SC_Follow"
VOSound = "imp_off_response_hero_command SC_StopFollow"
VOSound = "imp_off_response_hero_command SC_VehicleWaitUp"
VOSound = "imp_off_response_hero_command SC_GetIn"
VOSound = "imp_off_response_hero_command SC_GetOut"
Elmo
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Post by Elmo »

Hmmm... I'm not sure, but I would ask Ace since he made the model. A part of the reason why that would happen probably would be because, the Elmo model uses the clone's animations and bones.
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AceMastermind
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Feet sink below the terrain

Post by AceMastermind »

You could try increasing the:
SkeletonRootScale
to:
1.25
and see if that helps.
Caleb1117
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Posts: 3096
Joined: Sun Aug 20, 2006 5:55 pm
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Post by Caleb1117 »

Well, that fixed it, I basicly didn't want him quite so tall, but its not as bad as I thought it would look.
While I'm asking questions, is it possable to lock a force power against use untill a certin amout of points are acrued?
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