OMG I've forgotten and lost everything!

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
Tawa_Hoda
Private
Posts: 44
Joined: Sun Oct 18, 2009 7:33 pm
Games I'm Playing :: Battlefront 2

OMG I've forgotten and lost everything!

Post by Tawa_Hoda »

OMG my computer caught a virus and I to redo it and now I've lost everything BF2 related!
Yesterday I reinstalled it, but I forgot some things I did to get my jawa jedi animations to work! I've done everything I thought I had done to make the tawa animations to work, ok I done this,
1. I got my side to work. (duh!)
2. I followed the munge new animations sets tutorial, and made a tawa set.
3. I told what animations to use in his .odf...
I got in game and his is big and floating off the ground. I had gotten the animations jawa sized and everything before what have I done wrong? :(
FragMe!
Gametoast Staff
Gametoast Staff
Posts: 2244
Joined: Sat May 13, 2006 12:34 am
Projects :: Not sure keep changing my mind.
Games I'm Playing :: F1 and SWBF
xbox live or psn: No gamertag set
Location: Origin name GT_FragMe
Contact:

Re: OMG I've forgotten and lost everything!

Post by FragMe! »

Did you have a SkeletonRootScale parameter on the old one? That sounds like what it may be or even a scale parameter in the animation munge.bat file.
User avatar
Tawa_Hoda
Private
Posts: 44
Joined: Sun Oct 18, 2009 7:33 pm
Games I'm Playing :: Battlefront 2

Re: OMG I've forgotten and lost everything!

Post by Tawa_Hoda »

Yes root scale is in there, here is tawa's .odf
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "jaw_inf_tawa.msh"

[Properties]
FootWaterSplashEffect = "com_sfx_watersplash_sm"
WaterSplashEffect = "com_sfx_watersplash_md"
WakeWaterSplashEffect = "com_sfx_watersplash_wade"

//this keeps the player from entering first person with this char
forcemode = 1

UnitType = "support"

AISizeType = "HOVER"
NoEnterVehicles = 1

GeometryName = "jaw_inf_tawa"
GeometryLowRes = "jaw_inf_tawa_low1"
SkeletonName = "jawa"
SkeletonLowRes = "jawalz"

SkeletonRootScale = "0.6"
SkeletonRootScaleLowRes = "0.6"
CollisionRootScale = "0.6"

AnimationName = "tawa"

JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

// these are correct for the dudes running around in Tat 2.....but not if you play as one, WTF?
CollisionHeadOffset = "0.0 0.85 0.1"
CollisionTorsoOffset = "0.0 0.7 0.0"

CAMERASECTION = "STAND"

EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.75 3.5"
TiltValue = "7"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.75 3.5"
TiltValue = "7"

CAMERASECTION = "SPRINT"

EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.75 5.0"
TiltValue = "7"
CameraBlendTime = "0.75"

MaxHealth = 1200.0

Acceleraton = 30.0
MaxSpeed = 5.0
MaxStrafeSpeed = 4.0
MaxTurnSpeed = 3.0

WeaponName1 = "jaw_weap_lightsaber"
WeaponAmmo1 = 0

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.25
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.02

//SOUND
HurtSound = "tat_inf_jawa_hurt"
DeathSound = "tat_inf_jawa_death"
//LeftFootstepSound = "soldierstepleft"
//RightFootstepSound = "soldierstepright"
AcquiredTargetSound = "tat_inf_jawa_chatter"
HidingSound = "tat_inf_jawa_chatter"
ApproachingTargetSound = "tat_inf_jawa_chatter"
FleeSound = "tat_inf_jawa_chatter"
PreparingForDamageSound = "tat_inf_jawa_chatter"
HeardEnemySound = "tat_inf_jawa_heard"
//WaterWadingSound = "com_inf_wading"
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
//RollSound = "com_inf_roll"
JumpSound = ""
LandSound = ""
ClothingRustleSound = ""
LowHealthSound = "tat_inf_jawa_chatter"
LowHealthThreshold = "1.1"


VOUnitType = 172

VOSound = "jawa_inf_chatter_AcquiredTarget AcquiredTarget"
VOSound = "jawa_inf_chatter_NearbyFriendlySlaughter NearbyFriendlySlaughter"
VOSound = "jawa_inf_chatter_KillingSpree4 KillingSpree4"
VOSound = "jawa_inf_chatter_Grenade Grenade"
VOSound = "jawa_inf_chatter_FriendlyFire FriendlyFire"
Here is the munge.bat
Hidden/Spoiler:
@call ..\munge_animation.bat "/keepframe0 /specialquathack /dest tawa.zaf" Sides\JAW
I used the jawa's basepose.msh and added ky mundi's animations in with it in tawa's set.
Post Reply