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Need Help Changing Skeletons

Posted: Sat Oct 28, 2006 12:48 pm
by Darkicon
I am modding Darth Sidious right now.

I opened the ODF file for Emperor and changed the Skeleton entry from "sidious" to "vader", and also changed the lightsaber entry from "imp_weap_sidioussaber" to "imp_weap_lightsaber2" (Made a copy for editing), but after I munge and go to play, the game crashes.

Here is the ODF file:

Code: Select all

[GameObjectClass]
ClassParent           = "com_jedi_default"
GeometryName            = "imp_inf_vader.msh"

[Properties]

AISizeType              = "HOVER"

GeometryName            = "imp_inf_darthsidious"
GeometryLowRes          = "imp_inf_darthsidious_low1"
ClothODF                = "imp_inf_darthsidious_robe"
SkeletonName            = "vader"
SkeletonLowRes          = "vaderlz"
SkeletonRootScale       = "1.25"

UseDirectionalJumps     = "0"

MaxSpeed                = 6.5       // base forward speed
MaxStrafeSpeed          = 6.5       // base right/left speed
MaxTurnSpeed            = 3.0       // base turn speed
JumpHeight              = 4.5       // base jump height in meters
JumpForwardSpeedFactor  = 1.3       // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor   = 1.0       // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor         = 1.7       // in forward arc, boost speed by this factor when rolling
Acceleration            = 70.0      // accelerate to full run in about 7/70 = 0.1 seconds
JetAcceleration         = 20.0      // for characters with jet jump, use this acceleration for in air control
SprintAccelerateTime    = 0.35      // accelerate from run to sprint in this time

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 = "0.9"     //Additional fuel per second (fuel is 0 to 1)
JetFuelCost         = "0.3"     //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost  = "0.25"    //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      = 30.0

CollisionScale          = "0.0 0.0 0.0"

WEAPONSECTION = 1
WeaponName1             = "imp_weap_lightsaber2"
WeaponAmmo1             = 0

WEAPONSECTION = 2
WeaponName2             = "com_weap_inf_force_lightning"
WeaponAmmo2             = 0
WeaponChannel2          = 1

WEAPONSECTION = 3
WeaponName3             = "com_weap_inf_force_choke"
WeaponAmmo3             = 0
WeaponChannel3          = 1


//SOUND
VOUnitType                  = 193
SoldierMusic            = "imp_hero_Palpatine_lp"
//HurtSound             = "imp_inf_com_chatter_wound"
//DeathSound            = "imp_inf_com_chatter_death"
AcquiredTargetSound     = ""
HidingSound             = ""
ApproachingTargetSound  = ""
FleeSound               = ""
PreparingForDamageSound = ""
HeardEnemySound         = ""
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
LowHealthThreshold      = ""
AmbientSound            = ""
FoleyFXClass            = "imp_inf_soldier"

SndHeroSelectable           = ""
SndHeroSpawned              = "hero_palpatine_spawn"
SndHeroDefeated             = "hero_palpatine_exhausted"
SndHeroKiller               = "hero_palpatine_exhausted"

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

VOSound = "hero_palpatine_AcquiredTarget      AcquiredTarget"
VOSound = "hero_palpatine_KillingSpree4      KillingSpree4"
I also edited the imp_weap_lightsaber2 ODF, and changed it to this:

Code: Select all

[WeaponClass]

ClassLabel      = "melee"
ClassParent     = "com_weap_inf_lightsaber"

[Properties]

GeometryName        = "imp_weap_inf_lightsabre"
ComboAnimationBank  = "human_sabre melee imp_hero_emperor"

NumDamageEdges = "2"

OffhandFirePointName       = "hp_fire hp_weapons"
LightSaberLength    = "1.0"
LightSaberWidth     = "0.08"
LightSaberTexture   = "darkredlightsaber"
LightSaberTrailColor = "225 0 0 128"

OffhandGeometryName        = "imp_weap_lightsaber"
OffhandFirePointName       = "hp_fire_lightsabre"
LightSaberLength    = "1.0"
LightSaberWidth     = "0.08"
LightSaberTexture 	= "darkredlightsaber"
LightSaberTrailColor = "255 0 0 128"
If anyone could find the problem, I would greatly appreciate it.

Another question, can you have more than 2 force powers?

RE: Need Help Changing Skeletons

Posted: Sat Oct 28, 2006 2:47 pm
by The_Emperor
GeometryName = "imp_inf_vader.msh" should be GeometryName = "imp_inf_darthsidious.msh" I think...

RE: Need Help Changing Skeletons

Posted: Sat Oct 28, 2006 3:24 pm
by Rekubot
Meester Sidious wrote:GeometryName = "imp_inf_vader.msh" should be GeometryName = "imp_inf_darthsidious.msh" I think...
Incorrect. Or at least, I think so. The top part just explains what type of file it is going to look for.

Yes it's possible to have more than two force powers. I don't know how many but I think you can have five at least.

What exactly are you trying to do? Are you trying to make Vader have Sidious' animations? Or just give Sidious Vader's skeleton?

Posted: Sat Oct 28, 2006 4:33 pm
by Syth
make sure he has Vaders anims

Posted: Sat Oct 28, 2006 9:05 pm
by XXXNewbie666XXX
Mmmmm........... I thing that he try to change the skeleton.......

Posted: Sun Oct 29, 2006 8:49 am
by Darkicon
I was trying to make Sidious stand up straight like Vader. I am guessing that is the skeleton.

Posted: Sun Oct 29, 2006 2:09 pm
by t551
The reason it's craching is because you have different entries for the GeometryName calls.

Bothe of them need to reference Sisious' mesh, and the only thing you need to change are the SkeletonName and SkeletonLowRes calls, those need to be vader and vaderlz, respectively. Make sure that you have Vader's munged data copied to your side's munged folder, and you may want to adjust the SkeletonRootScale to keep Sidious from looking weird.

Posted: Sun Oct 29, 2006 2:42 pm
by XXXNewbie666XXX
But Vader has a custom skeleton or not????

Posted: Sun Oct 29, 2006 2:53 pm
by t551
Of course. Hence the

SkeletonName = vader

call. What did you think that meant?

Posted: Sun Oct 29, 2006 3:06 pm
by XXXNewbie666XXX
Well it because some hero doesn't have the SkeletonName in his ODF files.

But is strange only change the SkeletonName and it's all??

Posted: Sun Oct 29, 2006 3:12 pm
by Hebes24
Yes, to change the Skeleton, you have to change the SkeletonName line. Some things are just that simple, other things, well.... :D

Posted: Sun Oct 29, 2006 3:21 pm
by XXXNewbie666XXX
But what about the droids.For example change the vader skeleton to a Magnaguard or Magnaguard to Vader is possible?

In some times that i do this the game crashes

Posted: Sun Oct 29, 2006 3:40 pm
by Hebes24
That's probably because Vader's msh file isn't in the sides\cis\msh folder.

Posted: Sun Oct 29, 2006 3:40 pm
by Rekubot
Yes, because of the animations. Generally if you swap a skeleton you have to swap the animations as well. I don't see why you'd want to swap skeletons around in the first place; it seems a bit pointless to me.

Posted: Sun Oct 29, 2006 3:45 pm
by XXXNewbie666XXX
Hebes24 wrote:That's probably because Vader's msh file isn't in the sides\cis\msh folder.
Ummmmmm............... you're right, i forgot that point.