Exporter resizing model?

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Dakota
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Exporter resizing model?

Post by Dakota »

i am having a problem when i try to export my flying sauser. i think it has to do with the nulls for the 3 weapons i put on it.

the peices for the weapons get bigger and move.

heres a screenshot and a link to the model itself for a better look since the pictures are very dark and unclear.
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Image
LINK
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DarthD.U.C.K.
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Re: Exporter resizing model?

Post by DarthD.U.C.K. »

select all models, click on the transforms button on the right and choose freeze all transforms.
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Cerfon Rournes
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Re: Exporter resizing model?

Post by Cerfon Rournes »

DarthD.U.C.K. wrote:select all models, click on the transforms button on the right and choose freeze all transforms.
Yes, do that every time to your models before you export, it saves a lot of pain.. :)
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Re: Exporter resizing model?

Post by Dakota »

thank you, i had been going to the edit tab under the transform tab and pressing "FREEZE," not knowing the right button.

i need to spend a day just learning the buttons >.>
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Re: Exporter resizing model?

Post by Marth8880 »

Also, I'm pretty sure you're supposed to Freeze Objects; when I didn't do so with my Jupiter mining facility, the exported model was very oddly scaled across the Y-axis.
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Re: Exporter resizing model?

Post by Dakota »

Marth8880 wrote:Also, I'm pretty sure you're supposed to Freeze Objects; when I didn't do so with my Jupiter mining facility, the exported model was very oddly scaled across the Y-axis.
hmm, well mine is working right so far, so i guess this is solved.

EDIT: Ok i got the ship into the game and it works fine except for one thing. the weapons fire from the center of the ship instead of the guns and the guns don't rotate.

it may be my odf or something.

ODF
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "disk.msh"
VehicleType = "fighter"

[Properties]
LODPriorityMod = "2.5"

FLYERSECTION = "BODY"
Label = "Flying Saucer"
//MapTexture = "droidfighter_icon"
MapScale = "1.5"
HUDModel = ""
HealthTexture = "HUD_cis_droidfighter_icon"

MapScale = 1.5
MapViewMin = 750
MapViewMax = 750


VehiclePosition = "common.vehiclepositions.pilot"

GeometryName = "disk"
//AnimationName = "cis_fly_droidfighter"
//FirstPerson = "cis\cisstrft;cis_1st_cockpit_starfighter"

//ForceMode = "1"
CollisionScale = "1.5"
CollisionThreshold = "5"

MaxHealth = "100000"
HealthType = "vehicle"

MaxShield = 100000
AddShield = 100

PilotSkillRepairScale = 0.02

TimeRequiredToEject = "2.5"
EjectResistance = "0.01"
TimeTilReboard = "5.0"

TakeoffTime = "1"
TakeoffSpeed = "10"
LandingTime = "1"
LandingSpeed = "10"
TakeoffHeight = "0.1"

// PathFollower Attributes
PathFollowerClass = "cis"
PathFollowerClass_CTF = "cis_flag"
PathFollowerBranchPaths = "6"
PathFollowerBranchMaxAngle = "60"
PathFollowerMinBranchDist = "190.0"
PathFollowerBranchRange = "1500"

SquadronFormation = "five-form"
SquadronFormation = "eschleft-form"

ExplosionDestruct = "disk_exp"


SquadronFormation = "eschrgt-form"
SquadronFormation = "wall-form"

WEAPONSECTION = "1"
WeaponName = "imp_weap_disk1"
WeaponAmmo = "0"

HierarchyLevel = 1
TurretNodeName ="aimer_y1"

AimerNodeName = "aimer_x1"
AimerPitchLimits = "-45.0 45.0"
AimerYawLimits = "-90.0 25.0"

//BarrelNodeName = "Turret_1"
//BarrelRecoil = 0.1
FirePointName = "hp_fire1"

WEAPONSECTION = "2"
WeaponName = "imp_weap_disk2"
WeaponAmmo = "0"

HierarchyLevel = 1
TurretNodeName ="aimer_y2"

AimerNodeName = "aimer_x2"
AimerPitchLimits = "-45.0 45.0"
AimerYawLimits = "-25.0 90.0"

//BarrelNodeName = "Turret_1"
//BarrelRecoil = 0.1
FirePointName = "hp_fire2"

//************************

FLYERSECTION = "TURRET1"

VehiclePosition = "common.vehiclepositions.gunner"

//PilotPosition = "hp_active"
//Pilot9Pose = "minigun_9pose"
//FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"

PitchTurnFactor = "0.0"

PitchLimits = "-100.0 45.0"
YawLimits = "-180.0 180.0"
TurnRate = 1.8
TurnFilter = 10.0
PitchRate = 0.5
PitchFilter = 15.0


TurretNodeName ="aimer_y"
AimerNodeName = "aimer_x"
AimerPitchLimits = "-100.0 45.0"
AimerYawLimits = "-180.0 180.0"

FirePointName = "hp_fire"

EyePointOffset = "0.0 -0.5 -3.0"
TrackCenter = "0.0 -1.0 -1.0"
TrackOffset = "0.0 0.0 2.0"
TiltValue = "3.0"

ForceMode = 1

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

WeaponName = "beam"
WeaponAmmo = 0

// SPARK

DamageStartPercent = "80"
DamageStopPercent = "50"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage"

DamageStartPercent = "75"
DamageStopPercent = "45"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "70"
DamageStopPercent = "40"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "35"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

// SMOKE

DamageStartPercent = "60"
DamageStopPercent = "30"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage"

DamageStartPercent = "55"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "50"
DamageStopPercent = "20"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "45"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

// FLAME

DamageStartPercent = "40"
DamageStopPercent = "0.0"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.85"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage"

DamageStartPercent = "35"
DamageStopPercent = "0.0"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.85"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "30"
DamageStopPercent = "0.0"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.85"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "25"
DamageStopPercent = "0.0"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.85"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

VOUnitType = 091
EngineSound = "cis_fly_droidfighter_engine_parameterized"
TakeoffSound = "cis_fly_droidfighter_take_off"
LandSound = "cis_fly_droidfighter_land"
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "cis_fly_droidfighter_turn_on"
TurnOffSound = "cis_fly_droidfighter_turn_off" //Played when the flyer turns off
TurnOffTime = "1.5" //Time it takes to turn off the flyer (in seconds)
TurningOffSound = "cis_fly_droidfighter_airbrakes_off" // Played when a soldier leaves the flyer
Cockpit1stPersonSound = "cis_inf_com_space_chatter" // Sound which is triggered every frame when the player is in first person mode.
Cockpit3rdPersonSound = "cis_inf_com_space_chatter" // Sound which is triggered every frame when the player is in third person mode.
BoostSound = "cis_fly_droidfighter_shift_up_low_property 0.11 1"
BoostSound = "cis_fly_droidfighter_shift_up_property 0.53 1"
BoostSound = "cis_fly_droidfighter_shift_up_high_property 0.69 1"
BoostSound = "cis_fly_droidfighter_shift_down_low_property 0.11 0"
//BoostSound = "cis_fly_droidfighter_shift_down_high_property 0.17 0"
BoostSound = "cis_fly_droidfighter_shift_down_property 0.41 0"
BoostSound = "cis_fly_droidfighter_shift_down_high_property 0.78 0"
TrickSound = "cis_fly_droidfighter_roll" //Played when the flyer performs a roll
FlipSound = "cis_fly_droidfighter_flip" //Played when the flyer performs a flip
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.
//Acceleraton = 40.0 -- Pitch Nominal
//BoostAcceleration = 80.0 -- Pitch Max
//MinSpeed = 35.0 --- .23
//MidSpeed = 70.0 --- .47
//MaxSpeed = 95.0 --- .63
//110% MaxSpeed = 117.5 --- Contrails kick in .78
//BoostSpeed = 150.0 --- 1.0 - TrueMax
Music = ""
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
ImpMusic ="imp_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"



EnergyBar = "100"
EnergyAutoRestore = "10.0"
EnergyBoostDrain = "10"
EnergyTrickDrainSingleTap = "15"
EnergyTrickDrainDoubleTap = "30"
FirstPersonFOV = "52"
CockpitTension = "22"

PitchRate = 1.25
PitchFilter = 6.0
PitchFilterDecel = 6.0
PitchBuildupMultiplier = 1.0
TurnRate = 1.0
TurnFilter = 6.0
TurnFilterDecel = 6.0
TurnBuildupMultiplier = 1.0

BankAngle = "0.8"
BankFilter = "3.5"
LevelFilter = "1.5"
LevelFilterLanding = "5"
RollRate = "3.15"
PCPitchRate = "15"
PCSpinRate = "15"
PCTurnRate = "25"
EyePointOffset = "0.0 1.5 0.0"
ThirdPersonFOV = 40

TiltValue = "5"

AimTension = "20.0"

MoveTensionX = "3.6"
MoveTensionY = "4.0 15.0"
MoveTensionZ = "4.25"

TrackCenter = "0.0 2.0 -5.0"
TrackOffset = "0.0 2.0 6.0"

BlurEffect = "0.9"
BlurStart = "40"
FOVEffect3rd = "60"
FOVEFFectMinCamOffset3rd = "0.0 2.0 10.0"
FOVEFFectMaxCamOffset3rd = "0.0 3.0 -10.0"
FOVEffect1st = "90"
Acceleraton = "40"
MinSpeed = "-20"
MidSpeed = "0"
MaxSpeed = "40"
BoostAcceleration = "80"
BoostSpeed = "100"
TrickRollSpeed = "6"
TrickFlipSpeed = "6"
TrickSideRollStrafeSpeed = "30"
TrickFlipCameraDetach = "0.24"
TrickSideRollCameraDetach = "0.48"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "DummyRoot"
ContrailAttachOffset = "3.0 0.0 0.0"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "1.0"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "DummyRoot"
ContrailAttachOffset = "-3.0 0.0 0.0"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "1.0"

EDIT2: i think i found the problem, i need to set the thing up in xsi because when i froze all transforms it moved and resized some things and i also need to make an option file.
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Tears2Roses
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Re: Exporter resizing model?

Post by Tears2Roses »

you need HP_fire at the end of the barrel where you want it to shoot and aimer_y and aimer_x where you want it to rotate and turn. Simply go to get > primitive >null and name them HP_fire, etc. HERE is a great turret/gun tutorial, and it comes with a sample ODF for you to check (for making the turret.)

As for freezing all transformations, select only the object, not the nulls, and click on the transform menu, then freeze all transforms.

Hopefully this helps, sorry if I got anything wrong.
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Dakota
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Re: Exporter resizing model?

Post by Dakota »

Tears2Roses wrote:you need HP_fire at the end of the barrel where you want it to shoot and aimer_y and aimer_x where you want it to rotate and turn. Simply go to get > primitive >null and name them HP_fire, etc. HERE is a great turret/gun tutorial, and it comes with a sample ODF for you to check (for making the turret.)

As for freezing all transformations, select only the object, not the nulls, and click on the transform menu, then freeze all transforms.

Hopefully this helps, sorry if I got anything wrong.
i'm starting to wonder if you ever fully read the thread. on every comment you posts on modding topics i make you either post things already stated or of something unrelated. i already had the guns set up correctly and had even used the tutorial you posted many times. i know you are just trying to be helpful but to be helpful you need to understand and fully read a topic to post a relevant answer.
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