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putting corpses as props....
Posted: Sat Jul 30, 2005 10:56 pm
by -_-
is it possible? Cuz is aw in psychofred's datachainisle he had a Stormtrooper corpse, but didn't work.
Posted: Sat Jul 30, 2005 11:31 pm
by -_-
i sptested, and all this mumble jumble came up.
Opened logfile BFront.log 2005-07-30 2024
Message Severity: 2
D:\src\FRONTLINE_PC\RedEngineFL\movie\RedMovie.cpp(467)
Segment 0x8f20145d does not exist in movie 0xb86e8e36
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\GameModel.cpp(254)
Duplicate model name exists in another level file: 4579d1d9
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\CollisionMesh.cpp(500)
Duplicate collision mesh name exists in another level file: 4579d1d9
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: 47c571cb
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: 46c57038
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\GameModel.cpp(254)
Duplicate model name exists in another level file: e2e088a2
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\CollisionMesh.cpp(500)
Duplicate collision mesh name exists in another level file: e2e088a2
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: b976fdd6
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\GameModel.cpp(254)
Duplicate model name exists in another level file: 49270372
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: 6a6a20e6
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\GameModel.cpp(254)
Duplicate model name exists in another level file: af97b068
Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\GameModel.cpp(254)
Duplicate model name exists in another level file: a9932f40
Help?
Posted: Sun Jul 31, 2005 10:15 am
by Qdin
hmm... it seems like there occurs(sp?) some errors when you use a model to something it ISNT
I tihnk its because you maybe can't use a unit's .ODF and unit model as a prop
try to maybe re-make the .odf so it becomes an object...?
Posted: Sun Jul 31, 2005 11:31 am
by Darth-Derkie
Yes I got that kind of errors too in my Nowhere: New City map. I had put in a sat_fly_armchair in as an object.
Posted: Sun Jul 31, 2005 11:35 am
by Qdin
I think its because the .odf settings is set as a Vehicle, Soldier or anything it ISNT
so change the .odf so it becomes an object/prop
Posted: Sun Jul 31, 2005 11:40 am
by CarbineImpulse
A step by step guide would be good, surely as the soldier is animated don't you have problems converting it into a prop, I could find ODF's for dead Jawas in the assets but not for other units, obviously possible.. but how?
Posted: Sun Jul 31, 2005 12:03 pm
by -_-
i thought jawas were diffrent... it uses a diffrent msh as well...
Posted: Sun Jul 31, 2005 12:55 pm
by CarbineImpulse
yeah but it's the only ODF for anything dead I could find, I'm not sure how you'd sort out the difference between a dead trooper, a jumping trooper or crouching trooper in terms of ODFs or similar, It must be easily possible, fred'll know.
Posted: Sun Jul 31, 2005 2:47 pm
by Kyross
You can place soldiers as props, but since the dead pose is the result of an animation it is impossible to simple place the body. I'm thinking you would have to remove the dead body from the msh, make it a new model, and give it a prop odf.
Posted: Sun Jul 31, 2005 3:50 pm
by Qdin
yeah - that's the 'hard' way to do it

if there even IS another way to do it...

Posted: Sun Jul 31, 2005 6:20 pm
by CarbineImpulse
aren't the walking AT- AT's animations too? cos fred chain isle map is littered with them in the "fallen" position
Posted: Sun Jul 31, 2005 6:33 pm
by Kyross
There are a couple crashed ATATs in Hoth as objects. Fred I think did the midwalking ATAT models, I'm not sure.
Posted: Sun Jul 31, 2005 6:49 pm
by CarbineImpulse
but we're still no closer to unit corpses?
Posted: Sun Jul 31, 2005 7:07 pm
by -_-
yea carbine, no luck with it yet.
Posted: Sun Jul 31, 2005 7:19 pm
by CarbineImpulse
How about utilising the human prone MSH in the shipped common animations (or similar), use this MSH to make a prop etc... does this help at all?
Posted: Sun Jul 31, 2005 7:23 pm
by Lord-Bandu
i dont think its possible .
i doubt theres anyway to do this > when a trooper dies he kinda falls over into a 'dead' position and drops his gun. Maybe that could be a way somehow . tho its probably hard coded or whatever.
Posted: Sun Jul 31, 2005 7:37 pm
by -_-
Carbine, i did what u said eactly at the beginning, but it crashes the game.
Posted: Mon Aug 01, 2005 4:03 am
by CarbineImpulse
Sorry I'm slightly confused... do you mean you've done something that I suggested (which I haven't as I haven't a clue how to do it, check the thread) or do you mean that you've tried to some how use the human prone MSH prior to my mentioning it as a possible step towards finding an answer (it's the only MSH I could find that may be of help)? if that's the case can you let me know how to make a start on the route to ammending it in order to make it into a prop, it maybe something small you need to change in order to get it working, however I'm a long way off from that stage at the moment.
Posted: Mon Aug 01, 2005 5:29 am
by Kyross
Even if you could get the human props to not dissapear after you've shot them down that would work. Since I know what you're really wanting to do I'll give you my suggestion next time I see you on MSN.