How To: Make a Jetpack

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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lieutenantcoda

How To: Make a Jetpack

Post by lieutenantcoda »

how do you make a FUNCTIONAL jetpack with effects and all.

any specific rules I need to follow?
Murdocr

Post by Murdocr »

I'm pretty sure the jetpack is just a simple mesh, nothing special. All you need to do is add lines in the .odf of the unit to give it the ability to use the jetpack and add lines for the effects. I'm almost certain that that's all there is to it.

EDIT: look in the republic jettroopper .odf to find the lines i'm am talking about.
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Post by Penguin »

1: create your model and texture it
2: create a lowrez, shadowvolume, and collision
3: export
4: attach it to a bone on your unit in the .odf
5: add the jetpack lines in your units .odf
6: make a new jetpack effect if needed
7: munge
8: play
9: take screenies
10: share with us lol.
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Post by The_Emperor »

The 10th point from pingwings post is the most important one. :D

Can't it be done by having some add-on msh of a jetpack attached onto a bone of an existing model? That'd save our coda here a lot of work :P But I dunno if thats possible. How did (sorry but uhm) Veritus do that with his Ryloth clones?
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Post by Penguin »

*ahem*
4: attach it to a bone on your unit in the .odf
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Post by Maveritchell »

Penguin wrote:*ahem*
4: attach it to a bone on your unit in the .odf
FYI, geometry addons don't work with jet hovertypes. I've tried multiple times and numerous ways, to no avail. If someone can prove me wrong, I'd be happy, but AFAIK, it's not possible.
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Post by wazmol »

what is the correct way to attach one mesh that you have created in XSI to a bone on another character? (its a shoulder pad for a ep3 clone).

Sorry for sorta jacking a thread.

thanks
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Post by Maveritchell »

AnimatedAddon = "headpiece"
GeometryAddon = "addonmeshname"
AddonAttachJoint = "bone_whatever"
I'm not entirely sure if there is more than one type of AnimatedAddon (and therein may lie the solution to adding a jetpack that doesn't disappear in jet mode), but with the headpiece addon you can basically add it anywhere, provided you position it correctly, relative to the origin, in XSI. I believe the origin represents the bone you're adding it to.
-_-
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Post by -_- »

I'm pretty sure you'll need to add hp's to attach the effects as well.
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Post by Maveritchell »

-_- wrote:I'm pretty sure you'll need to add hp's to attach the effects as well.
Do we know what those hp's need to be called? Cause the .odf doesn't reference a specific hp to add the effect to. It looks more like there's some convention, although I don't know we know what that is.
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Post by Penguin »

don't need a hp, effects just come off the units model i think.
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Post by Syth »

yah they come off dummyroot, where the effects "are" is determened by the effect
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Post by Penguin »

jetpack is just a model, doesn't need anything. otherwise how would every one be adding jetpacks to the rebel engineer and battle droids etc?

I've done it myself, all you need is the model, and follow the steps i posted above.
lieutenantcoda

Post by lieutenantcoda »

is it possible to make a 3 flamed jetpack instead of the default 2 flame
Murdocr

Post by Murdocr »

Yeah, you just need to make a different effect in the particle editor
lieutenantcoda

Post by lieutenantcoda »

um, can someone help me with that then :lol:
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