Regarding .option files...

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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MetallicA
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Regarding .option files...

Post by MetallicA »

Is there any documentation of the abilities of these files? I found it useful for scaling my AK47 but I am wondering what other things it can do.

I tried looking for it in this forum but I couldn't find much.

A problem I have in particular is that whenever I try to export via MshEx, the weapon (an RPG7 in this case) is too low and the hands don't line up with the hp_active null. I went back into Mod Tool and translated the model higher, but it's in the same EXACT position when exported. I have no idea why that happens.

The same problem happens when I scale manually. The only way for it to actually scale is when I use an option file. I am wondering WHY this happens and if I can use an option file to translate it higher.


Any help is appreciated.
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Re: Regarding .option files...

Post by FragMe! »

Two answers, for .option file options look at the artguide.doc that came with the modtools.
For the shifting shrinking weapons. First you don't really need an hp_active. In XSI position your model so the top of the triggers is at the crossing point of the dummyroot null, that is a pretty good starting position which you can fine adjust. Before you export make sure you freeze transformations and freeze model stack before you export.
MetallicA
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Re: Regarding .option files...

Post by MetallicA »

Thanks FragMe!

I'll go ahead and see if that works out.
Null_1138
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Re: Regarding .option files...

Post by Null_1138 »

I actually have a question about .option files as well. When I try to scale up the pol_prop_airlock_door.msh by writing a txt file with:

Code: Select all

-scale 1.5
Then rename it to pol_prop_airlock_door.msh.option, the model doesn't change. Why is that?
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ANDEWEGET
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Re: Regarding .option files...

Post by ANDEWEGET »

if its an animated prop, then the animation is the problem(not sure)
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Re: Regarding .option files...

Post by MercuryNoodles »

Is the model unchanged ingame, or in ZE? If it's not changing in ZE, it's because you have to use the odf parameter GeometryScale for the change to show in the editor.
Null_1138
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Re: Regarding .option files...

Post by Null_1138 »

Oh. Thanks Noodles, I'll try that.
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