Cad Bane/Pre Vizsla Help!

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Ant
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Cad Bane/Pre Vizsla Help!

Post by Ant »

Image
Okay...so two issues, I put Cad Bane onto the magnaguard and hes all giant and walks weird. The second is that the Death Watch guy has a long neck...any help?
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Re: Cad Bane/Pre Vizsla Help!

Post by Nedarb7 »

You need to remove the AnimationName lines from their odf's (and maybe a skeleton line, don't remember what its called)
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Re: Cad Bane/Pre Vizsla Help!

Post by Ant »

Nedarb7 wrote:You need to remove the AnimationName lines from their odf's (and maybe a skeleton line, don't remember what its called)
One problem..I have no clue where the AnimationName or the skeleton line is,..and what I do to them.
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Re: Cad Bane/Pre Vizsla Help!

Post by Nedarb7 »

Nedarb7 wrote:You need to remove the AnimationName lines from their odf's (and maybe a skeleton line, don't remember what its called)
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Re: Cad Bane/Pre Vizsla Help!

Post by Cleb »

Click Ctrl+F and type in the ODF parameter (AnimationName). :wink:
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Re: Cad Bane/Pre Vizsla Help!

Post by Ant »

Cleb wrote:Click Ctrl+F and type in the ODF parameter (AnimationName). :wink:
Couldnt find it... :(
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Re: Cad Bane/Pre Vizsla Help!

Post by kinetosimpetus »

The magnaguard uses a unique skeleton. Either the cis_inf_officer or cis_inf_default_officer calls for this skeleton.
You didn't say how you set up Vizla, but it looks like he's based on cis_inf_default, which sets up the common defaults for all OOM/B1 type droids, which also use a unique skeleton and have a head offset. I think it sets the health type of every unit to droid as well.

I'd suggest copying rep_inf_default into the cis odf folder and using it as the classparent for these units instead of cis_inf_default, and also check for animation and head offset code in both cis_inf_officer and cis_inf_default_officer.odf. It might be SkeletonName if not AnimationName.
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Re: Cad Bane/Pre Vizsla Help!

Post by Ant »

kinetosimpetus wrote:The magnaguard uses a unique skeleton. Either the cis_inf_officer or cis_inf_default_officer calls for this skeleton.
You didn't say how you set up Vizla, but it looks like he's based on cis_inf_default, which sets up the common defaults for all OOM/B1 type droids, which also use a unique skeleton and have a head offset. I think it sets the health type of every unit to droid as well.

I'd suggest copying rep_inf_default into the cis odf folder and using it as the classparent for these units instead of cis_inf_default, and also check for animation and head offset code in both cis_inf_officer and cis_inf_default_officer.odf. It might be SkeletonName if not AnimationName.

Okay, so I put the rep_inf_default, and now when they die, they dont explode into droid bits...which is a pro. But i still have the problem...and I dont no what to do with the animation, head offset stuff.....
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Re: Cad Bane/Pre Vizsla Help!

Post by Nedarb7 »

Go into cis_inf_rifleman and cis_inf_officer (if those are the odfs you used) and remove these lines:

SkeletonName = "sbdroid"
SkeletonLowRes = "sbdroidlz"
CollisionHeadOffset = "0.0 -0.2 0.0"

(note that the skeleton names and head offset names/values wont be the same.
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Re: Cad Bane/Pre Vizsla Help!

Post by Ant »

AWESOME :D Thanks a million....now follow up question lol, how do you change a name of a class?
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Re: Cad Bane/Pre Vizsla Help!

Post by THEWULFMAN »

EditLocalize.bat in your mod's project folder. Double click it, go to Entity, CIS, and scroll down till you see the name of the ODF you want to change, like cis_inf_officer. Click on it, change the name for all the languages, repeat for cis_inf_magnaguard and save it. Munge your Common, done.
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Re: Cad Bane/Pre Vizsla Help!

Post by Ant »

THEWULFMAN wrote:EditLocalize.bat in your mod's project folder. Double click it, go to Entity, CIS, and scroll down till you see the name of the ODF you want to change, like cis_inf_officer. Click on it, change the name for all the languages, repeat for cis_inf_magnaguard and save it. Munge your Common, done.
I munged my common, and move the sides to my game, but no new changes show :(
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Re: Cad Bane/Pre Vizsla Help!

Post by Cleb »

You have to check the "Localize" box in VisualMunge when you munge localizations. :wink:
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Re: Cad Bane/Pre Vizsla Help!

Post by Slime615 »

And if you changed the cis side, you need to munge the cis Side as well...
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Re: Cad Bane/Pre Vizsla Help!

Post by Ant »

I'm so lost...when I munge: I select COMMON...then I heck off Common and Localize...then when it munges and I move the sides into my game, no new changes appear!?! :(
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Re: Cad Bane/Pre Vizsla Help!

Post by Nedarb7 »

I'm almost positive you cannot localize anything with a side replacement.
In other words, you can't.
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Re: Cad Bane/Pre Vizsla Help!

Post by Ant »

Nedarb7 wrote:I'm almost positive you cannot localize anything with a side replacement.
In other words, you can't.
So I cant change the names of my guys? :(
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Re: Cad Bane/Pre Vizsla Help!

Post by Nedarb7 »

If I'm right then yep, no changing names.
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Re: Cad Bane/Pre Vizsla Help!

Post by Ant »

Okay then, can anyone be kind enough to post an Era mod tutoral...yes there is one already...but the author doesnt understand that the post he makes=chinese in the eyes of a new modder.....

EDIT: Wait, dont give me a tutorial, can you give me a rank from 1-10 being how hard an era mod is to make if a side mode would be a 5?
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Re: Cad Bane/Pre Vizsla Help!

Post by Marth8880 »

6.

Creating an era mod is really not difficult at all, and it's practically the same thing as creating a side mod - it just includes adding era support to maps. Just memorize exactly how mission scripts are set up and laid out, that's what I've done with Unification. Also, keep a copy of the ODF Parameters doc on-hand - it's like, the most useful doc by far - that and the sound readme.
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