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SWBF2 usuable .msh's in SWBF1

Posted: Mon Feb 27, 2006 10:41 am
by sawyerdk9
I have succesfully used the ep3 clone trooper msh from SWBF2 for SWBF1. I will post screens later and have also put in the arc 170 w/ animations and jedi starfighter w/ animations. I'm having trouble with putting the clone heavy trooper and the sniper in the game most likely because of their skirts. Does anyone know a way to get these into the game.

RE: SWBF2 usuable .msh

Posted: Mon Feb 27, 2006 12:06 pm
by Leviathan
saw', I don't think Star Wars Battlefront handles properly animations called by Commander Skirts, Capes and other apparels...
In that case, you may either remove the mentioned meshes out of Heavy Troopers and Sniper Clones, or replace them by static elements, if this can be done through *.ODF files editing... Otherwise, you'll have to wait the next version of BConstructor or the release of Episode III Clone Troopers' *.XSI files, which might not occur at all...

RE: SWBF2 usuable .msh

Posted: Mon Feb 27, 2006 3:00 pm
by Teancum
Leviathan's right. Thinks like Aayla's Tentacles, Clone skirts, Leia's dress and other stuff is referenced to a separate odf. BF1 does not have the capabilities to handle them. It's just not in the engine. If you wanted to do the troops w/o skirts, that could work, but not with.

BTW, I have a completed Jedi Interceptor I did when I got the MSH files a few months ago. I actually have six different paintjobs, all with separate ODF files. I can release them as soon as I hear back from Fred on them.

Off Topic: I know I sound stingy hanging on to all of these vehicles, but trust me when I say that I have a very good reason which I cannot divulge. I'm not going anywhere soon, either. The vehicles I haven't released yet will be done for BF2, and everything but flyers will be really easy to put in BF1, so don't worry. The flyers really shouldn't be too hard, either. My thoughts are that I should finish them for BF2 becuase of the added functionality, and BF1 ignores the new functions in the ODFs, so essentially (with very few exceptions) they should all work exactly the same in BF1.

Re: RE: SWBF2 usuable .msh

Posted: Wed Mar 01, 2006 10:48 am
by sawyerdk9
Leviathan wrote:saw', I don't think Star Wars Battlefront handles properly animations called by Commander Skirts, Capes and other apparels...
In that case, you may either remove the mentioned meshes out of Heavy Troopers and Sniper Clones, or replace them by static elements, if this can be done through *.ODF files editing... Otherwise, you'll have to wait the next version of BConstructor or the release of Episode III Clone Troopers' *.XSI files, which might not occur at all...
Levithan, what do you mean by replacing them with static elements? Also If I removed the skirts in the msh, what would I take out/replace? I also put Obi-Wan into the game but maybe he dosn't have any cloth. I downloaded the SWBF2 tools obviously and I see all these different animation, so wouldn't there also be animations that I could use to replace the default soldier animation?

RE: Re: RE: SWBF2 usuable .msh

Posted: Wed Mar 01, 2006 12:10 pm
by Leviathan
In fact, I was thinking that all Star Wars Battlefront II developpers who are registered on GameToast could easily get the dotXSI files of the Episode III Clone Troopers you're currently having troubles with... Thus, if they were enough extrovert and experienced, I think they might remove the animations associated to Commander Skirts or other similar clothes, and export them as *.MSH files so that they could be called in Star Wars Battlefront without any problem...
Also, Tean', since you have experience in modifying MSH models through hex-editing, do you think removing the "hard-points" or other entities attached to the concerned apparels could help a modder removing them once for all ? (Unless they're just called through *.ODF files associated to Heavy Troopers or Clone Snipers ?...)

RE: Re: RE: SWBF2 usuable .msh

Posted: Wed Mar 01, 2006 12:31 pm
by Teancum
Well, from what I understand, the skirt has a hardpoint inside the trooper's mesh. I guess it's named the same for every trooper, so the clothODF automatically knows where to put it.

Unfortunately, ther is no way (other than through Pandemic devs) to actually get any cloth mesh in BF1.

RE: Re: RE: SWBF2 usuable .msh

Posted: Wed Mar 01, 2006 1:37 pm
by Leviathan
But what if you erased each track of this Commander Skirt's "hard-point" through hex-editing, Tean' ? :|

Posted: Wed Mar 01, 2006 5:50 pm
by sawyerdk9
You cold try looking for it, I'm wouldn't know what to look for. I check the msh and after about 30 or so lines there was nothing I could read at all. The only thing that refered to the skirt cloth was the tga for it

Posted: Fri Mar 03, 2006 1:30 pm
by Leviathan
OK, saw'... I could try to study the content of Episode III Heavy Trooper and Clone Sniper MeSH files to check whether what I've suggested above might be realized... But for that, I need these files and the Object Definition Files associated to them, first...
If you (Or any other GameToast member) could upload them to my attention, it'd be a good beginning...

Thanks to you !... :wink:

Posted: Fri Mar 03, 2006 1:37 pm
by Teancum
I'm confused. Are we trying to add the skirt right onto the Trooper's mesh? If so, I wish you the best of luck. :P

Posted: Fri Mar 03, 2006 2:15 pm
by Leviathan
I should have guessed all these explanations might be not that clear...
In fact, I just wish to remove "hard-points" (Or, at least, erase a part of the tracks) attached to Commander Skirts and other animated clothes out of Episode III Heavy Trooper and Clone Sniper's *.MSH files, through my usual hex-editor... :wink:

Posted: Fri Mar 03, 2006 2:19 pm
by Teancum
Why not just delete the ClothODF entry in the soldier's ODF. It's much easier. The hardpoint can stay there if it's not being used.

Although looking into it more I did see references to a cape texture on the model. It's possible the ClothODF only controls the cloth, but the cloth is actually part of the mesh.

Posted: Sat Mar 04, 2006 2:17 pm
by Leviathan
So, Star Wars Battlefront II animated meshes' management is different from Star Wars Battlefront ? Also, are you really sure clothes are not affiliated to independent meshes, located into unexploited folders ?

PS : My request is still valid... If any GameToast member could send me Episode III Heavy Trooper and Clone Sniper *.MSH / *.ODF files, it would be great... :wink:

Posted: Sun Mar 05, 2006 5:13 pm
by sawyerdk9
Lev, I will upload the files tommarrow. I'm also pretty sure there is no msh that is associated with the cape. It must be located right in the soldiers mesh. this is the heavy troopers cloth odf

[GameObjectClass]
ClassLabel = "cloth"

[Properties]
attachedmesh = "rep_inf_ep3heavytrooper"


that is all there is

-EDIT-
I know how to get rid of the cloth. All you have to do is not include the refrence to the cloth odf in the soldiers odf.(As Teancum said) I had made obiwan the hero in a side I made and he worked fine, and now I notice that I didn't include this line

ClothODF = "rep_inf_ep3obiwan_skirt"

I still would like to know if there is someway to replace the animated cloth with something such as a static object.

Posted: Sun Mar 05, 2006 8:13 pm
by sawyerdk9
Sorry to myself for reposting but I figured that this deserved a new post. I was ingame with the swbf2 heavy trooper and sniper but just had their skirts removed but when I saw them when they were far enough away (low res geometry) they had skirts. Here are some pics. The last one is kindof hard to see but oh well.

http://i9.photobucket.com/albums/a55/sa ... t_0002.jpg
http://i9.photobucket.com/albums/a55/sa ... t_0003.jpg
http://i9.photobucket.com/albums/a55/sa ... t_0004.jpg

OFF TOPIC: Teancum, when will you be releasing those vehicles anyway, and when I use the msh from a swbf2 vehilce ex. arc-170, I can see the troopers head sticking out of the top. Can you fix this with odf work and if possible how?

Posted: Mon Mar 06, 2006 12:27 pm
by Leviathan
In that case, if "low-resolution" models of Episode III Heavy Trooper and Clone Sniper call the Commander Skirt usually attached to them, even though you've removed the "ClothODF" entry out of their *.ODF files, then you won't be able to use them in Star Wars Battlefront, except if you succeed in getting the dotXSI meshes of these units, thanks to one of Pandemic Studios employees registered on GameToast, or if you wait for the next release of Nimlot's BConstructor, or even if you hex-edit the concerned MeSH files in order to locate values which manage the animations of the clothes... (Like the movement's speed or "fluidity", etc...)

PS : Thanks for your assistance, saw' !... :wink:

Posted: Mon Mar 06, 2006 6:56 pm
by sawyerdk9
I wonder if there is a way to replace the animated skirt with the low res one and attach that to the soldier? Or do you think I could ask in the XSI forum for a remake of the darth vader or count dooku cape, just so it is shorter and is attached at the waist? I'll look around at the swbf2 tools and see if the capes call for an animation.

Posted: Tue Mar 07, 2006 1:24 pm
by Leviathan
In my opinion, the "low-resolution" Commander Skirts must be called by the game itself, by following instructions written in the units or cloth Object Definition Files... (Such as the "LowRange" entries or others)
Therefore, hex-editing "BattlefrontII.exe" might tell you which informations you have to exploit in order to call this "low-resolution" apparel... However, replacing the "regular" Commander Skirt by this one will not be that easy, especially using an hex-editor... :?

Posted: Tue Mar 07, 2006 5:01 pm
by sawyerdk9
It is just kind of weird how the regular skirt has no .msh but the low res skirt has one. And the skirt can't be attached to the msh because you can just take it off like I did by deleting the refrence to it in the soldiers .odf. I'll just keep checking for stuff