K-Wing

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Dakota
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K-Wing

Post by Dakota »

ok i'm trying to make the k-wing's weapons function and i have the names of the aimers and barrels and turrets from the .option file but i don't know where each of the aimers would go on the actual model. i looked at the model in swbf viewer but that didn't help me map anything out.

could someone tell me where each aimer goes or which program i can use to see these. i looked at the xsi all you need to know faq and downloaded a converter but everytime i type in the msh file name it says press q to quit O_O

i just want to get the k-wing functional so that i will have a good vehecal that is rarely used to my map. i need another air to air fighter anyway and i think the k-wing would be a bit original.

heres the option file's contents.
Hidden/Spoiler:
-lodgroup bigmodel -keep Aimer_cannon_pod cannon_barrel1 cannon_barrel2 cannon_barrel3 cannon_barrel4 Turret_cockpit Aimer_cockpit cockpit_gun1 cockpit_gun2 -shadowOn
Hidden/Spoiler:
offtopic: i have mainly been using vehecals that i don't see much of in maps. i've used the rebel tank from swbf1, the MTT from swbf1 that wasn't used, the geonosian fighter complete with sonic bombs, the cis driod starfighter, the cis bomber, and i've done things to the other vehecals that make them a bit different, like making the speederbikes have a shield that protects people near it, and setting the republic gunship's copilot seat like it was in swbf1, i've also set the atst to have 3 seats and also have made my very own custom model for a drone fighter, i liked the fighter i made so much that i made it pilotable instead of setting it to pilot type self, wow i really want to released this map soon. i've gotten most of the stuff working but i just need a few more things.
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Re: K-Wing

Post by AQT »

This vehicle was released with an ODF with all of the weapon sections already set up. Why don't you use it for reference at least?
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Re: K-Wing

Post by Marth8880 »

Regarding the converter: If you are talking about meshtool4 (which is what you need to use), then you need to type "import" without the quotes, hit enter, and then type in the MSH's file name along with the file extension, e.g., "lol5Q_penguin_weap_youlostthegame.msh" without the quotes.
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Re: K-Wing

Post by Teancum »

I wonder if he's using the newer K-Wing model that leaked out. It had animations, but had no collision.
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Re: K-Wing

Post by Dakota »

AQT wrote:This vehicle was released with an ODF with all of the weapon sections already set up. Why don't you use it for reference at least?
because i couldn't find it it search and didn't think to look in the released assets page.

Teancum wrote:I wonder if he's using the newer K-Wing model that leaked out. It had animations, but had no collision.
nope, its the one that comes with the modtools, i never have seen it ingame and part of me just wants it to be in the map just to be there.
Marth8880 wrote:Regarding the converter: If you are talking about meshtool4 (which is what you need to use), then you need to type "import" without the quotes, hit enter, and then type in the MSH's file name along with the file extension, e.g., "lol5Q_penguin_weap_youlostthegame.msh" without the quotes.
i typed the msh name first -_-


EDIT: i looked in the assets links thread and couldn't find it.
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Re: K-Wing

Post by THEWULFMAN »

Marth8880 wrote:Regarding the converter: If you are talking about meshtool4 (which is what you need to use), then you need to type "import" without the quotes, hit enter, and then type in the MSH's file name along with the file extension, e.g., "lol5Q_penguin_weap_youlostthegame.msh" without the quotes.

To make this simpler for everyone using Meshtool4:

Rather than take the long route of typing in the msh name, just drag the msh file into the Meshtool window. It automatically inputs the file name for you.
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Re: K-Wing

Post by Darth_Spiderpig »

THEWULFMAN wrote:
Marth8880 wrote:Regarding the converter: If you are talking about meshtool4 (which is what you need to use), then you need to type "import" without the quotes, hit enter, and then type in the MSH's file name along with the file extension, e.g., "lol5Q_penguin_weap_youlostthegame.msh" without the quotes.

To make this simpler for everyone using Meshtool4:

Rather than take the long route of typing in the msh name, just drag the msh file into the Meshtool window. It automatically inputs the file name for you.
Heh, I always renamed the msh name to a or something like that. :roll:
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Re: K-Wing

Post by DarthD.U.C.K. »

Dakota wrote:EDIT: i looked in the assets links thread and couldn't find it.
i think its included in the convopack vehicleassets.
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Re: K-Wing

Post by Dakota »

DarthD.U.C.K. wrote:
Dakota wrote:EDIT: i looked in the assets links thread and couldn't find it.
i think its included in the convopack vehicleassets.

ok i'll look there. wow i don't remember a k-wing being in the convopack when i downloaded it, but i doubt i had the time to explore all of the maps that well anyway.
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Re: K-Wing

Post by AQT »

Off-topic: The K-Wing was only on Bespin: Platforms in the Conversion Pack. If you played that map, then it's not very hard to miss, as it is a huge flyer.
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Re: K-Wing

Post by Dakota »

AQT wrote:Off-topic: The K-Wing was only on Bespin: Platforms in the Conversion Pack. If you played that map, then it's not very hard to miss, as it is a huge flyer.
i remember that being my favorite map in swbf1 but i don't think i ever played it in the convo pack, probably too busy with the Kotor sides.
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Re: K-Wing

Post by SandTrooper »

I have a beta version i have made for one of my maps, i have both a ground and space version, ill post it here or i can pm it to you if you need it it. Just tell me what version you want, and what model are you using (from bf1 or bf2 assets).
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Re: K-Wing

Post by Dakota »

SandTrooper wrote:I have a beta version i have made for one of my maps, i have both a ground and space version, ill post it here or i can pm it to you if you need it it. Just tell me what version you want, and what model are you using (from bf1 or bf2 assets).
actually...

i have found the k-wing in the assets for the convo pack. i'll just have to do some testing to see which firepoint is which (this is why i wanted a way to actually view the model like in xsi).

i'll be able to work it out though and take a few peices of the odf.

if anyone could tell me exactly how i would convert the msh file to a file viewable in xsi that would keep the hps.

i know marth told me some and a few others but i tried it and couldn't get it to work. a screenshot or example showing what i would type and how instead of "example" here "example2" here.

thanks for the help so far.
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Re: K-Wing

Post by DarthD.U.C.K. »

you can view a mshs hierarchy and hardpoints with ultimate unwrap 3d. with the full not-free version you can convert mshs to .xsi so that they keep the heirarchy and nulls. the obj format sadly doesnt handle these.
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Re: K-Wing

Post by Dakota »

DarthD.U.C.K. wrote:you can view a mshs hierarchy and hardpoints with ultimate unwrap 3d. with the full not-free version you can convert mshs to .xsi so that they keep the heirarchy and nulls. the obj format sadly doesnt handle these.
thank you, i'll look that up.
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Re: K-Wing

Post by SandTrooper »

Hey dakota, i have a version i have been working on for a while, i am going to post it in the assets once i separate the files from my sides. I have specifically been working on the turrets so you can use it or just reference parts of it. I'm not totally finished with the views but there better than the old version.
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "all_fly_kwing.msh"


[Properties]
VehicleType = "transport"
MapTexture = "k-wing_icon"
HealthTexture = "HUD_all_kwing_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5

GeometryName = "all_fly_kwing"
AnimationName = "all_fly_kwing"
FirstPerson = "ALL\allkwing;all_1st_cockpit_kwing"
CollisionScale = "1.5"
CollisionThreshold = "5.0"
MaxHealth = 5000.0
HealthType = "vehicle"
ExplosionDestruct = "all_fly_snowspeeder_exp"
CockpitTension = 23

PilotSkillRepairScale = 0.015

// PathFollower Attributes
PathFollowerClass = "all"
PathFollowerBranchMaxAngle = "60"
PathFollowerFlyerVsFlyer = "0"

EnergyBar = "150"
EnergyAutoRestore = "12.5"
EnergyBoostDrain = "20"
EnergyTrickDrainSingleTap = "0"
EnergyTrickDrainDoubleTap = "0"

BoostAcceleration = "30"
BoostSpeed = "60"
TrickRollSpeed = "0"
TrickFlipSpeed = "0"
TrickSideRollStrafeSpeed = "0"

FOVEffect3rd = 90


//PILOT
----------------------------------------------------
Acceleraton = 20.0
MinSpeed = -15.0
MidSpeed = 0.0
MaxSpeed = 45.0
RollRate = 0.5

PitchRate = 0.75
PitchFilter = 1.0
TurnRate = 0.75
TurnFilter = 0.75
BankAngle = 0.5
BankFilter = 2.5
LevelFilter = 1.0

TakeoffTime = 4.0
TakeoffSpeed = 4.0
LandingTime = 2.0
LandingSpeed = 5.0
TakeoffHeight = 8.0

EyePointCenter = "0.0 0.0 0.0"
TrackCenter = "0.0 12.2 -25"
TrackOffset = "0.0 -3.0 0"
TiltValue = "2.5"
AimTension = "20.0"//how much the reticule swims
MoveTension = "4.25"//how much swim the craft has from the center of the screen

WEAPONSECTION = 1

WeaponName = "all_weap_fly_kwing_laser"
WeaponAmmo = "0"

AimerNodeName = "hp_firemissle5"
NextAimer = "-"
AimerNodeName = "hp_firemissle6"

WEAPONSECTION = 2

WeaponName = "all_weap_fly_kwing_miss"
WeaponAmmo = "10"

AimerNodeName = "hp_firemissle1"
NextAimer = "-"
AimerNodeName = "hp_firemissle2"
NextAimer = "-"
AimerNodeName = "hp_firemissle3"
NextAimer = "-"
AimerNodeName = "hp_firemissle4"


// CO-PILOT
//-------------------------------------------------------------------
FLYERSECTION = "TURRET1"

VehiclePosition = "common.vehiclepositions.copilot"
FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"

PitchRate = 8.0
PitchFilter = 2.0
TurnRate = 1.3
TurnFilter = 2.75

PitchLimits = "-10 25"
YawLimits = "-65 65"
EyePointOffset = "0.0 0.0 0.0"
TrackCenter = "0 10 -20"
TrackOffset = "0 -2 -2"
TiltValue = "0"

WEAPONSECTION = 1

WeaponName = "rep_weap_fly_gunship_guided_rocket"
WeaponAmmo = "0"

AimerNodeName = "hp_firemissle7"
NextAimer = "-"
AimerNodeName = "hp_firemissle8"

VehiclePosition = "common.vehiclepositions.copilot"

//WEAPONSECTION = "2"
//AimerNodeName = ""
//WeaponName = "all_weap_fly_kwing_bomb"
//WeaponAmmo = "0"


//FRONT BALL TURRET
--------------------------------
FLYERSECTION = "TURRET2"
VehiclePosition = "common.vehiclepositions.gunner"
//VehiclePosition = "common.vehiclepositions.ballturret"
FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"

PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75

PitchLimits = "-5 45"
YawLimits = "-180 180"
TrackCenter = "0 0 0"
TrackOffset = "0 0 0"
TiltValue = "0"

WEAPONSECTION = "1"
WeaponName = "tur_weap_spa_beam"
WeaponAmmo = "0"

TURRETSECTION = "TURRET2"
TurretNodeName = "Aimer_cannon_pod"

BarrelNodeName = "cannon_barrel1"
BarrelRecoil = "0.5"
FirePointName = "hp_firecannon1"

NextBarrel = "-"
BarrelNodeName = "cannon_barrel2"
BarrelRecoil = "0.5"
FirePointName = "hp_firecannon2"

NextBarrel = "-"
BarrelNodeName = "cannon_barrel3"
BarrelRecoil = "0.5"
FirePointName = "hp_firecannon3"

NextBarrel = "-"
BarrelNodeName = "cannon_barrel4"
BarrelRecoil = "0.5"
FirePointName = "hp_firecannon4"

//VehiclePosition = "common.vehiclepositions.ballturret"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretActivateSound = "vehicle_equip"

// TOP TWIN LASER TURRET
--------------------------------
FLYERSECTION = "TURRET3"
VehiclePosition = "common.vehiclepositions.gunner"
//VehiclePosition = "common.vehiclepositions.topturret"
FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"

EyePointOffset = "0.0 1.5 4.0"
TrackCenter = "0.0 0.7 2.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"
FirstPersonFOV = "50"

WEAPONSECTION = "1"
WeaponName = "all_weap_fly_ywing_turret_cannon"
WeaponAmmo = "0"

PitchRate = 0.8
//PitchFilter = 2.75
TurnRate = 1.3
//TurnFilter = 2.75

PitchLimits = "-60.0 5.0"
YawLimits = "-180.0 180.0"

PitchTurnFactor = "0.0"

TURRETSECTION = "TURRET3"
TurretNodeName = "Turret_Cockpit"
AimerNodeName = "aimercockpit"
AimerPitchLimits = "-10.0 90.0"
AimerYawLimits = "0.0 0.0"

BarrelNodeName = "Cockpit_gun1"
BarrelRecoil = "0.5"
FirePointName = "hp_firecockpit1"

NextBarrel = "-"

BarrelNodeName = "Cockpit_gun2"
BarrelRecoil = "0.5"
FirePointName = "hp_firecockpit2"

//VehiclePosition = "common.vehiclepositions.topturret"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretActivateSound = "vehicle_equip"

FLYERSECTION = "TURRET4"

//FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"
EyePointOffset = "0.0 5.0 -6.0"
TrackCenter = "0.0 10.0 -40.0"
TrackOffset = "0.0 0.0 0.5"
TiltValue = "5"
FirstPersonFOV = "50"
ForceMode = "1"

VehiclePosition = "common.vehiclepositions.passenger"

PitchLimits = "-20.0 10.0"
YawLimits = "-180.0 180.0"

PitchTurnFactor = "0.0"

// EXHAUST
--------------------------------------------------------------
ThrustEffect = "exhaust_kwing"
ThrustAttachPoint = "dummyroot"
ThrustAttachOffset = "3.1069 -0.0345 -8.8494"
ThrustEffectMinScale = "0.95"
ThrustEffectMaxScale = "1.4"
ThrustEffectScaleStart = "0.85"

ThrustEffect = "exhaust_kwing"
ThrustAttachPoint = "dummyroot"
ThrustAttachOffset = "-3.1069 -0.0345 -8.8494"
ThrustEffectMinScale = "0.95"
ThrustEffectMaxScale = "1.4"
ThrustEffectScaleStart = "0.85"

ThrustEffect = "exhaust_kwing"
ThrustAttachPoint = "dummyroot"
ThrustAttachOffset = "0.0 2.5442 -8.715"
ThrustEffectMinScale = "0.65"
ThrustEffectMaxScale = "0.9"
ThrustEffectScaleStart = "0.55"


// COLLISION
--------------------------------------------------------------
//VehicleCollision = "collision4"
//VehicleCollision = "collision3"

//SoldierCollision = "collision3" // don't think this line is needed
//SoldierCollision = "collision4" // don't think this line is needed
//SoldierCollision = "collision5" // don't think this line is needed
//SoldierCollision = "collision6" // don't think this line is needed


//BuildingCollisionPrim = "BldgSphere Sphere NULL 0.0 1.0 9.0 3.0 1.5 0.0"
//BuildingCollisionPrim = "BldgSphere2 Sphere NULL 0.0 2.0 3.0 4.0 1.5 0.0"
//BuildingCollisionPrim = "BldgSphere3 Sphere NULL 0.0 2.0 -5.0 4.0 1.5 0.0"
//BuildingCollisionPrim = "BldgSphere4 Sphere NULL 6.0 1.0 .8 3.25 1.5 0.0"
//BuildingCollisionPrim = "BldgSphere5 Sphere NULL 11.0 1.0 -.8 3.0 1.5 0.0"
//BuildingCollisionPrim = "BldgSphere6 Sphere NULL -6.0 1.0 .8 3.25 1.5 0.0"
//BuildingCollisionPrim = "BldgSphere7 Sphere NULL -11.0 1.0 -.8 3.0 1.5 0.0"

//TerrainCollisionPrim = "TerrSphere Sphere NULL 0.0 1.0 9.0 3.0 1.5 0.0"
//TerrainCollisionPrim = "TerrSphere2 Sphere NULL 0.0 2.0 3.0 4.0 1.5 0.0"
//TerrainCollisionPrim = "TerrSphere3 Sphere NULL 0.0 2.0 -5.0 4.0 1.5 0.0"
//TerrainCollisionPrim = "TerrSphere4 Sphere NULL 6.0 1.0 .8 3.25 1.5 0.0"
//TerrainCollisionPrim = "TerrSphere5 Sphere NULL 11.0 1.0 -.8 3.0 1.5 0.0"
//TerrainCollisionPrim = "TerrSphere6 Sphere NULL -6.0 1.0 .8 3.25 1.5 0.0"
//TerrainCollisionPrim = "TerrSphere7 Sphere NULL -11.0 1.0 -.8 3.0 1.5 0.0"

//VehicleCollisionPrim = "VehcSphere Sphere NULL 0.0 1.0 9.0 3.0 1.5 0.0"
//VehicleCollisionPrim = "VehcSphere2 Sphere NULL 0.0 2.0 3.0 4.0 1.5 0.0"
//VehicleCollisionPrim = "VehcSphere3 Sphere NULL 0.0 2.0 -5.0 4.0 1.5 0.0"
//VehicleCollisionPrim = "VehcSphere4 Sphere NULL 6.0 1.0 .8 3.25 1.5 0.0"
//VehicleCollisionPrim = "VehcSphere5 Sphere NULL 11.0 1.0 -.8 3.0 1.5 0.0"
//VehicleCollisionPrim = "VehcSphere6 Sphere NULL -6.0 1.0 .8 3.25 1.5 0.0"
//VehicleCollisionPrim = "VehcSphere7 Sphere NULL -11.0 1.0 -.8 3.0 1.5 0.0"

BuildingCollision = "p_front_sphere1"
BuildingCollision = "p_front_sphere2"
BuildingCollision = "p_front_sphere3"
BuildingCollision = "p_left_sphere1"
BuildingCollision = "p_left_sphere2"
BuildingCollision = "p_right_sphere1"
BuildingCollision = "p_right_sphere2"

TerrainCollision = "p_front_sphere1"
TerrainCollision = "p_front_sphere2"
TerrainCollision = "p_front_sphere3"
TerrainCollision = "p_left_sphere1"
TerrainCollision = "p_left_sphere2"
TerrainCollision = "p_right_sphere1"
TerrainCollision = "p_right_sphere2"

VehicleCollision = "p_front_sphere1"
VehicleCollision = "p_front_sphere2"
VehicleCollision = "p_front_sphere3"
VehicleCollision = "p_left_sphere1"
VehicleCollision = "p_left_sphere2"
VehicleCollision = "p_right_sphere1"
VehicleCollision = "p_right_sphere2"

SoldierCollision = "p_wing_L"
SoldierCollision = "p_wing_R"

OrdnanceCollision = "p_wing_L"
OrdnanceCollision = "p_wing_R"

// SPARK

DamageStartPercent = "85"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "75"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "65"
DamageStopPercent = "5"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

// SMOKE

DamageStartPercent = "75"
DamageStopPercent = "35"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "65"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "55"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

// FLAME

DamageStartPercent = "35"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "25"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

// CHUNKS
--------------------------------------------------------------
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "all_fly_kwing_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 0.5 1.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "7.0"
ChunkUpFactor = "4.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "all_fly_kwing_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 -0.5 0.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "6.0"
ChunkUpFactor = "8.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "all_fly_kwing_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "5.0"
ChunkUpFactor = "4.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "all_fly_kwing_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.5 2.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "mediumsmoketrail"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "p_chunk1"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "p_chunk2"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "p_chunk3"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "p_chunk4"

// SOUNDS
--------------------------------------------------------------
VOUnitType = 56
EngineSound = "all_fly_ywing_engine_parameterized"
TakeoffSound = "all_fly_gunship_take_off"
LandSound = "all_fly_gunship_land"
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "all_fly_gunship_turn_on"
TurningOffSound = "all_fly_gunship_turn_off"
TurnOffSound = "all_fly_gunship_airbrakes_off"
TurnOffTime = "1.5"
Cockpit1stPersonSound = "all_inf_com_space_chatter" // Sound which is triggered every frame when the player is in first person mode.
Cockpit3rdPersonSound = "all_inf_com_space_chatter" // Sound which is triggered every frame when the player is in third person mode.
AllMusic = "all_vehicle"
ImpMusic = "imp_vehicle"
MusicSpeed = ".25"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"
BoostSound = "all_fly_gunship_shift_up_property 0.16 1"
BoostSound = "all_fly_gunship_shift_up_property 0.53 1"
BoostSound = "all_fly_gunship_shift_up_high_property 0.66 1"
BoostSound = "all_fly_gunship_shift_down_property 0.17 0"
BoostSound = "all_fly_gunship_shift_down_property 0.9 0"
TrickSound = "all_gunship_has_no_trick" //Played when the flyer performs a roll
FlipSound = "all_gunship_has_no_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.
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Dakota
Field Commander
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Posts: 991
Joined: Mon Dec 06, 2010 8:21 pm
Projects :: making random weapon assets
Games I'm Playing :: SWBF2 and more
xbox live or psn: PS3 beats xbox
Location: at a computer desk floating around in space

Re: K-Wing

Post by Dakota »

DarthD.U.C.K. wrote:you can view a mshs hierarchy and hardpoints with ultimate unwrap 3d. with the full not-free version you can convert mshs to .xsi so that they keep the heirarchy and nulls. the obj format sadly doesnt handle these.
sorry for the wait but i've been a bit busy with some projects and got side tracked on KotOR. i've looked at the k-wing from the convopack assets and the one from the modtools assets and it turns out that they are different models. i then proceded to download ultimate unwrap 3d. i then went to import the msh and it turns out that i needed a plugin so i went to download that and installed it but i don't think i did it right and i still can't see the msh file.

if this all turns out not to work then i'll probably just decide to go with a cis gunship or something like that :/
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DarthD.U.C.K.
Master of the Force
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Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: K-Wing

Post by DarthD.U.C.K. »

well installing the plugins is pretty straight forward so im afraid there isnt any additonal information thats needed to make it work..
User avatar
Dakota
Field Commander
Field Commander
Posts: 991
Joined: Mon Dec 06, 2010 8:21 pm
Projects :: making random weapon assets
Games I'm Playing :: SWBF2 and more
xbox live or psn: PS3 beats xbox
Location: at a computer desk floating around in space

Re: K-Wing

Post by Dakota »

DarthD.U.C.K. wrote:well installing the plugins is pretty straight forward so im afraid there isnt any additonal information thats needed to make it work..
it told me to put the dlx files into the plugins folder and there were no dlx only dli so i put those in instead and it said to put 2 in there but there were 2 in each of the 6+ folders. i'm a bit confused on which one i need and if i even have the right plugin anymore.
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DarthD.U.C.K.
Master of the Force
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Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: K-Wing

Post by DarthD.U.C.K. »

well, i have ultimate unwrap 3d 3.0 and the "swb_msh_filter.dlx" in the plugin folder. that works
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