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Custom unit "floats"

Posted: Fri Dec 17, 2010 10:58 am
by skelltor
So I am making vandar tokare and he has two light sabers but is yodas size so I created a new set of anims and used yodas basepose and munge.bat thing he munged fine but ingame this happens
http://www.xfire.com/video/3d0613/
here is his odf
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "rep_inf_yoda.msh"

[Properties]
AISizeType = "HOVER"

GeometryName = "rep_inf_yoda"
GeometryLowRes = "rep_inf_yoda_low1"
SkeletonName = "tokare"
// lowrez must be different from high-rez or things go wacky wacky....
SkeletonLowRes = "yodalz"
SkeletonRootScale = "0.342974"
SkeletonRootScaleLowRes = "0.342974"
CollisionRootScale = "0.42"

//AnimationName = "tokare"

ClothODF = "rep_inf_yoda_cloth"

ControlSpeed = "sprint 3.50 0.50 0.50"

MaxSpeed = 7.0
MaxStrafeSpeed = 4.0
MaxTurnSpeed = 5.0
JumpHeight = 3.5
RecoverFromTumble = "1"

TargetPointOffsetStand = "0.0 0.5 0.0"
TargetPointOffsetCrouch = "0.0 0.3 0.0"


JetJump = "7.0" //The initial jump-push given when enabling the jet
JetPush = "7.0" //The constant push given while the jet is enabled (20 is gravity)
JetEffect = ""
JetType = "hover"
// Vader used JetFuel to control how long he can hover, even though it's not visible in the HUD
JetFuelRechargeRate = "100.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.1" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.2" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "1.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 20.0

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

WEAPONSECTION = 1
WeaponName = "orp_weap_lightsaber_vandar"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "com_weap_inf_force_push"
WeaponAmmo = 0
WeaponChannel = 1

WEAPONSECTION = 3
WeaponName = "com_weap_inf_force_pull"
WeaponAmmo = 0
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "com_weap_inf_sabre_throw"
WeaponAmmo = 0
WeaponChannel = 1

WEAPONSECTION = 5
WeaponName = "com_weap_force_paralyze"
WeaponAmmo = 0
WeaponChannel = 1

CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.4 0.0"
TrackOffset = "0.0 -0.25 3.6"
TiltValue = "10"

CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.4 0.0"
TrackCenter = "0.0 1.4 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.4 0.0"
TrackOffset = "0.0 -0.25 3.6"
TiltValue = "10"

CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 1.4 0.0"
TrackCenter = "0.0 1.4 0.0
TrackOffset = "0.0 -0.25 4.2"
TiltValue = "10.0"
CameraBlendTime = "0.5"

//SOUND
SndHeroSelectable = ""
SndHeroSpawned = "hero_yoda_spawn"
SndHeroDefeated = "hero_yoda_exhausted"
SndHeroKiller = "hero_yoda_exhausted"

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

VOSound = "hero_yoda_AcquiredTarget AcquiredTarget"
VOSound = "hero_yoda_KillingSpree4 KillingSpree4"

VOUnitType = 186
SoldierMusic = "rep_hero_Yoda_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
//ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "npc_inf_small"
here is his munge.bat
Hidden/Spoiler:
@call ..\munge_animation.bat "/keepframe0 /rootscale bone_root 2.915673 /dest tokare.zaf /comp_debug 0 /debug" Sides/ORP
any help would be great :) becuse i have no idea what I need to do :(

Re: Custom unit "floats"

Posted: Sat Dec 18, 2010 1:51 am
by fasty
I highly doubt you can mix Yodas basepose with animations made for a human model. You can still give him the two sabers and give him the stock Yoda animations.

Re: Custom unit "floats"

Posted: Sat Dec 18, 2010 4:22 pm
by Fiodis
fasty wrote:I highly doubt you can mix Yodas basepose with animations made for a human model. You can still give him the two sabers and give him the stock Yoda animations.
No, I remember Tokare in the Convo Pack uses Luke's (default) saber animations.

Re: Custom unit "floats"

Posted: Sat Dec 18, 2010 6:54 pm
by Maveritchell
Fiodis wrote:
fasty wrote:I highly doubt you can mix Yodas basepose with animations made for a human model. You can still give him the two sabers and give him the stock Yoda animations.
No, I remember Tokare in the Convo Pack uses Luke's (default) saber animations.
He uses a mix of Luke's and Mace's, actually. Just play around with the animations some more and they'll fall into place.

Re: Custom unit "floats"

Posted: Sun Dec 19, 2010 10:03 am
by skelltor
Ok so your saying that some anims just don't work like that and I need to try different ones in their place or what exactly are you saying mav?

Re: Custom unit "floats"

Posted: Sun Dec 19, 2010 12:40 pm
by DarthD.U.C.K.
if i saw ypour vieo right, the yodaguy doesnt float all the time. this could happen because some anims may have been "made" differently. in this case it seems like in most of aalyas anim the height of the bone_root is keyframed, overriding the height from the yodabasepose. as far as i know theres no way to get rid of that.

Re: Custom unit "floats"

Posted: Sun Dec 19, 2010 12:53 pm
by skelltor
yes he does not float all the time which is what stumped me. So would other jedi anims work?

Re: Custom unit "floats"

Posted: Sun Dec 19, 2010 1:25 pm
by DarthD.U.C.K.
i cant tell you which anims are animated like this and change the height, you can only try it out like mav said.