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Skin overwrite

Posted: Wed Mar 28, 2007 1:55 pm
by Caleb1117
I have a custom jedi: all_hero_luke_jedii.odf (the 2 I's is intential)
He is armed with force push, and a vibroblade.
He uses luke's msh, and animation.
He has his own side: krn.
He is properly called in the lua.
He is named Phill :P (jk)
The Problem; Whatever skin change I appy to him, changes the skin on the shipped luke. How do I fix this?

Squipple said, that I could change what tga the msh calls by hex editing. however I can't hex edit, and I don't desire to learn how.

I would think that giving it it's own side would have done it but, alas.

If there is no solution, without hex editing, I need someone to hex edit it for me.

Won't you help save phill? :cry:

RE: Skin overwrite

Posted: Wed Mar 28, 2007 2:13 pm
by Hero_Unit
Rename all the luke files in krn except the .tgas, then edit the .odf to reference them.

RE: Skin overwrite

Posted: Wed Mar 28, 2007 2:28 pm
by Caleb1117
ok Rename I can do, :p I'll try that. *thinks* figures it would be that simple >.<

I midaswell ask anouther quik question, how can I change the animation thats used? like how could I give him Vader's animation? As in combat animations.

Edit it didn't work... Did I mention I'm changeing his face? and for some stupid reason lukes head is a seperate tga.

RE: Skin overwrite

Posted: Wed Mar 28, 2007 2:35 pm
by Hero_Unit
AnimationName = "*Whatever anim you want to use here*"
EDIT: Alright, I'll send you a hexedited luke.
EDIT 2: Which version do you want? Pilot Luke? The reg luke?

RE: Skin overwrite

Posted: Wed Mar 28, 2007 2:59 pm
by Caleb1117
Just the regular luke, do you need the tga names? or are you just going to make something up and I can change mine? I'm fine with that.

EDIT
Hero_Unit wrote:AnimationName = "*Whatever anim you want to use here*"
EDIT: Alright, I'll send you a hexedited luke.
EDIT 2: Which version do you want? Pilot Luke? The reg luke?
you sure? :?

Code: Select all

[GameObjectClass]
ClassParent         = "com_jedi_default"
GeometryName        = "all_inf_lukez.msh"

[Properties]
AISizeType          = "HOVER"

AnimationName = "imp_hero_darthvader" 


GeometryName        = "all_inf_lukez"
GeometryLowRes      = "all_inf_lukez_low1"
FirstPerson         = "all\alllstrm;all_1st_stormtrooper"

AnimationName = "imp_hero_darthvader" 

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

AnimationName = "imp_hero_darthvader" 

WEAPONSECTION = 1
WeaponName1         = "all_weap_inf_vibroblade"
WeaponAmmo1         = 0

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

VOUnitType                  = 184
SoldierMusic                = "all_hero_Luke_lp"
HurtSound                   = ""
DeathSound                  = ""
AnimationName = "imp_hero_darthvader" 
AcquiredTargetSound         = ""
HidingSound                 = ""
ApproachingTargetSound      = ""
FleeSound                   = ""
PreparingForDamageSound     = ""
HeardEnemySound             = ""
//ShockFadeOutTime          = "0.8"
//ShockFadeInTime           = "2.0"
ShockFadeOutGain            = ""
ShockSound                  = ""
ClothingRustleSound         = ""
//LowHealthSound            = "com_inf_saber_ambient"
LowHealthThreshold          = "1.1"

FoleyFXClass                = "all_inf_soldier"

SndHeroSelectable           = ""
SndHeroSpawned              = "hero_luke_spawn"
SndHeroDefeated             = "hero_luke_exhausted"
SndHeroKiller               = "hero_luke_exhausted"

VOSound = "all_off_response_hero_command      SC_Follow"
VOSound = "all_off_response_hero_command      SC_StopFollow"
VOSound = "all_off_response_hero_command     SC_VehicleWaitUp"
VOSound = "all_off_response_hero_command     SC_GetIn"
VOSound = "all_off_response_hero_command      SC_GetOut"

VOSound = "hero_luke_AcquiredTarget      AcquiredTarget"
VOSound = "hero_luke_KillingSpree4      KillingSpree4"

RE: Skin overwrite

Posted: Wed Mar 28, 2007 5:26 pm
by Xavious
Should be AnimationName = "vader". And you only need it once. Make sure you reference Vader's animation in the vibroblade ODF also.

Posted: Wed Mar 28, 2007 5:49 pm
by Syth
It cant have Vaders anims unless it also has Vaders skeliton, so it will crash (you can however give luke vaders skeliton but it looks very odd).

And youll need to hex edit, the game cant have multiple skins loaded with the same names. It will just use which ever one is loaded last in your LUA.

Posted: Wed Mar 28, 2007 9:26 pm
by Caleb1117
Ok I'll use lukes anim, Hero Unit your doning the hex thing right?

Posted: Wed Mar 28, 2007 11:00 pm
by Hero_Unit
Yeah, it's almost done, I'll edit this post once it's finished uploading.
EDIT: Click here. Though you'll need to get the tatooine luke head and replace the "all" on it with "rep" (Without quotes.) by renaming.

Posted: Wed Mar 28, 2007 11:38 pm
by Caleb1117
Ok I tryed chengeing the anim, back to luke,

Code: Select all


Message Severity: 3
.\Source\DisplaySoldier.cpp(349)
DisplaySoldier 'all_hero_luke_jedii' failed to find animmap human_

Message Severity: 3
.\Source\DisplaySoldier.cpp(349)
DisplaySoldier 'all_hero_luke_jedii' failed to find animmap human_

As you might Imagine the map crashes, a few seconds after load in hero assualt, and crashes if you try to play the hero in conquest.
My hero also seems to hold the vibroblade like a gunner
Image

What the hell is it?

Anyway, Hero_unit, I hate to say this after you've finished, :oops: but I need it to re-call the main body texture too, all_inf_jediluke.tga If you could have it call the head and the body by rep that would be great. Sorry I didn't mention it earlyer.

Posted: Thu Mar 29, 2007 12:56 pm
by Hero_Unit
Err, it already is calling the body and head by rep.
And that issue with the blade should be fixed if you call the shipped luke in your lua, if you already did, try cleaning, then munging.

Posted: Thu Mar 29, 2007 12:58 pm
by Caleb1117
Oh it does? lol I didn't even try it yet. Yeah I fixed that ^ problem.

Thanks