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Issue with Kaadu's [Solved]

Posted: Fri Sep 21, 2007 8:18 pm
by SBF_Dann_Boeing
When I use gun_walk_kaadu in my map, they can't move when i try to ride them, they are just stuck in a running stance but they can't go anywhere. The Animation files are all in the side. Does anyone know how to fix this?

EDIT
Has anyone even ever had this happen before?

hmm....i'll try cleaning and remunging and see what that does.....

Re: Issue with Kaadu's

Posted: Sun Sep 23, 2007 7:37 pm
by Teancum
Download the vehicles side in from the conversion pack source files topic (in the SWBF Covno pack forum). I fixed it in there.

Re: Issue with Kaadu's

Posted: Sun Sep 23, 2007 10:13 pm
by SBF_Dann_Boeing
the fix didn't work. I double-checked to make sure i got the all the files in right and i did. Do you know why the kaadu was having this problem in the first place?

Re: Issue with Kaadu's

Posted: Mon Sep 24, 2007 7:03 am
by Teancum
The Kaadu wasn't set up for SWBF2 like all the other walkers were. I had to fix animations and stuff. It sucked.

Re: Issue with Kaadu's

Posted: Thu Sep 27, 2007 9:13 pm
by SBF_Dann_Boeing
i did a bit of tweaking with ur files and got it to work.

Re: Issue with Kaadu's

Posted: Sun Jul 12, 2009 11:19 am
by Tourny
Sorry for any bumping, but Dann, what did you do to fix it?

Re: Issue with Kaadu's

Posted: Sun Jul 12, 2009 11:22 am
by Maveritchell
Tourny wrote:Sorry for any bumping, but Dann, what did you do to fix it?
You don't have to "tweak" anything with the animations, it just needs to be set up in the .odfs right. Try it yourself. If you have problems, don't bump a two-years-old thread; feel free to create a new one that is more to-the-point.

A Crippled Kaadu

Posted: Sun Jul 12, 2009 11:29 am
by Tourny
Ok, Mav, I will.

I am using all the assets from the vehicles.rar having to do with the Kaadu instead of mine....

EDIT: It didn't work.

Mav, you said it has to be set up in the ODF correctly. How do I do that?

Re: A Crippled Kaadu

Posted: Sun Jul 12, 2009 11:30 am
by Maveritchell
Post the .odf you have, the error log... etc. "It doesn't work" doesn't tell us much.

Re: A Crippled Kaadu

Posted: Sun Jul 12, 2009 11:32 am
by Tourny
Oh yeah. Sorry.

ODF:
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "walker"
GeometryName = "gun_walk_kaadu.msh"
GeometryScale = 1.0

[Properties]
WALKERSECTION = "BODY"
VehicleType = "scout"
Label = "Kaadu"
MapTexture = "tauntaun_kaadu_icon"
HealthTexture = "HUD_kaadu_icon"
MapScale = "1.0"

CollisionScale = "0.5 0 0"

GeometryName = "gun_walk_kaadu"
AnimationName = "rep_walk_kaadu"
ForceMode = "1"

MaxHealth = "400.0"
HealthType = "animal"

CollisionInflict = "0"

Acceleraton = "5.0"
MaxSpeed = "20.0"
MaxStrafeSpeed = "2.5"
MaxTurnSpeed = "2.0"
BoostSpeed = "30.0"
StoppedTurnSpeed = "0.5"
ForwardTurnSpeed = "0.8"
BoostTurnSpeed = "0.3"
TurnThreshold = "1.0"

SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more intuitively this way
ThrustAngleToStrafe = "87" //should match yaw limit or 0.0
ThrustAngleToTurn = "88" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "89" //thrust angle to turn in place

YawLimits = "-75 75"
PitchLimits = "-35 40"

EnergyBar = "100.0"
EnergyOverheat = "20.0"
EnergyAutoRestore = "20.0"
EnergyBoostDrain = "10.0"
EnergyCostJump = "20.0"

PrimaryWeapon = ""
SecondaryWeapon = ""

AISizeType = "SMALL"
NoCombatInterrupt = 1
AIUseHoverPhysics = 1

StompDecal = "decal_tauntaun_footprint"
StompDecalSize = "0.38"

NoDeathExplosions = 1

EyePointOffset = "0.0 2.5 0.0"
TrakCenter = "0.0 2.5 0.0"
TrackOffset = "0.0 1.0 5.0"

TEMP_Type = "2"


AnimatedPilotPosition = "bone_rider"
PilotAnimation = "ride"

VehicleCollision = "p_collision"
VehicleCollision = "p_collision1"
VehicleCollision = "p_collision2"
VehicleCollision = "p_collision3"
VehicleCollision = "p_collision4"
BuildingCollision = "p_collision"
BuildingCollision = "p_collision1"
BuildingCollision = "p_collision2"
BuildingCollision = "p_collision3"
BuildingCollision = "p_collision4"
SoldierCollision = "p_torso"
SoldierCollision = "p_tail"
SoldierCollision = "p_neck"
SoldierCollision = "p_l_thigh"
SoldierCollision = "p_r_thigh"
SoldierCollision = "p_l_calf"
SoldierCollision = "p_r_calf"
TerrainCollision = "p_collision"
TerrainCollision = "p_l_foot"
TerrainCollision = "p_r_foot"

LegPairCount = "1"

WalkerLegPair = "LEGS"

LegBoneLeft = "bone_l_thigh"
LegBoneRight = "bone_r_thigh"

LegBoneTopLeft = "bone_l_thigh"
LegBoneTopRight = "bone_r_thigh"

TerrainLeft = "p_l_foot"
TerrainRight = "p_r_foot"

IgnorableCollsion = "p_l_foot"
IgnorableCollsion = "p_r_foot"

FootBoneLeft = "bone_collision"
FootBoneRight = "bone_collision1"

DropShadowSize = "1.6"

FootStepSound1 = "kaadustepleft"
FootStepSound2 = "kaadustepright"
HydraulicSound = ""
HydraulicSoundHeight = ""
HydraulicLowerSound = ""
HydraulicLowerHeight = ""
HurtSound = "kaadu"
DeathSound = "kaaducry"
Music = ""
AllMusic = ""
ImpMusic = ""
RepMusic = ""
CISMusic = ""
MusicSpeed = ""
MusicDelay = ""
EngineSound = ""
TurnOnSound = "kaadu"
TurningOffSound = ""
TurnOffSound = "kaadu"
TurnOffTime = ""
CockpitChatterStream = ""[/code]
Before the error log didn't give me anything having to do with Kaadu's, but I'll check again right now.

EDIT: I found these in the error log.

Code: Select all

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'gun_walk_kaadu' skeleton does not contain FootBoneLeft 'bone_collision'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'gun_walk_kaadu' skeleton does not contain FootBoneLeft 'bone_collision1'!

Re: A Crippled Kaadu

Posted: Sun Jul 12, 2009 11:45 am
by Maveritchell
If the error log doesn't say anything, it would be most helpful if you would tell us exactly what doesn't work. Does it crash? Does it "stay in one place while running," as mentioned in the previous topic? Can you get on it at all? Etc.

Re: A Crippled Kaadu

Posted: Sun Jul 12, 2009 11:48 am
by Tourny
This is what happens when you go ingame:

You spawn
You get on the Kaadu
You push the button to run.
It takes the first step forward.
The kaadu freezes (not the game) and does not move.

Re: A Crippled Kaadu

Posted: Sun Jul 12, 2009 12:06 pm
by Maveritchell
I would like you to try this .odf and let me know if anything changes:
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "walker"
GeometryName = "gun_walk_kaadu.msh"
GeometryScale = 1.0

[Properties]
WALKERSECTION = "BODY"
VehicleType = "scout"
Label = "Kaadu"
MapTexture = "tauntaun_kaadu_icon"
HealthTexture = "HUD_kaadu_icon"
//ForceMode = "1"
MapScale = "1.0"

CollisionScale = "0.5 0 0"
//CollisionThreshold = "20.5 2.5 10.0",

CollisionInflict = "0"

GeometryName = "gun_walk_kaadu"
AnimationName = "rep_walk_kaadu"
//FirstPerson = "all\alltaun;all_1st_cockpit_tauntaun"

MaxHealth = "400.0"
HealthType = "animal"
//HitLocation = "p_crithit 0"

Acceleraton = "2.4"

MaxSpeed = "20.0"
MaxStrafeSpeed = "2.5"
MaxTurnSpeed = "2.0"
BoostSpeed = "30.0"
//JumpHeight = "1.2"
//JumpForwardSpeedBoost = "1.5"
//JumpMinSpeed = "14.0"

StoppedTurnSpeed = "0.5"
ForwardTurnSpeed = "0.8"
BoostTurnSpeed = "0.3"
TurnThreshold = "1.0"

SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more intuitively this way
ThrustAngleToStrafe = "87" //should match yaw limit or 0.0
ThrustAngleToTurn = "88" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "89" //thrust angle to turn in place

YawLimits = "-90 90"
PitchLimits = "-35 40"

EnergyBar = "100.0"
EnergyOverheat = "20.0"
EnergyAutoRestore = "20.0"
EnergyBoostDrain = "10.0"
EnergyCostJump = "20.0"

PrimaryWeapon = ""
SecondaryWeapon = ""

AISizeType = "SMALL"
NoCombatInterrupt = 1
AIUseHoverPhysics = 1

StompDecal = "decal_tauntaun_footprint"
StompDecalSize = "0.38"

NoDeathExplosions = 1

EyePointOffset = "0.0 2.5 0.0"
TrakCenter = "0.0 2.5 0.0"
TrackOffset = "0.0 1.0 12.0"

TEMP_Type = "2"

AnimatedPilotPosition = "bone_rider"
PilotAnimation = "ride"

VehicleCollision = "p_collision"
VehicleCollision = "p_collision1"
VehicleCollision = "p_collision2"
VehicleCollision = "p_collision3"
VehicleCollision = "p_collision4"
BuildingCollision = "p_collision"
BuildingCollision = "p_collision1"
BuildingCollision = "p_collision2"
BuildingCollision = "p_collision3"
BuildingCollision = "p_collision4"
SoldierCollision = "p_torso"
SoldierCollision = "p_tail"
SoldierCollision = "p_neck"
SoldierCollision = "p_l_thigh"
SoldierCollision = "p_r_thigh"
SoldierCollision = "p_l_calf"
SoldierCollision = "p_r_calf"
TerrainCollision = "p_collision"
TerrainCollision = "p_l_foot"
TerrainCollision = "p_r_foot"

LegPairCount = "1"

WalkerLegPair = "LEGS"

LegBoneLeft = "bone_l_thigh"
LegBoneRight = "bone_r_thigh"

LegBoneTopLeft = "bone_l_thigh"
LegBoneTopRight = "bone_r_thigh"

TerrainLeft = "p_l_foot"
TerrainRight = "p_r_foot"

FootBoneLeft = "bone_l_foot"
FootBoneRight = "bone_r_foot"

DropShadowSize = "1.8"

StompThreshold = "0.5"
FootStepSound0 = "tauntaunstepleft"
FootStepSound1 = "tauntaunstepright"
HydraulicSound = ""
HydraulicSoundHeight = ""
HurtSound = "tauntaunhurt"
DeathSound = "tauntaundie"
TurnOnSound = "tauntaunstart"
TurnOffSound = "tauntaunstop"
MusicSpeed = "0.15"
MusicDelay = "3.0"

VOUnitType = 12


//WEAPONSECTION = 1
//
//WeaponName = "com_weap_null"
//WeaponAmmo = "0"[/code]

Re: Issue with Kaadu's

Posted: Sun Jul 12, 2009 2:17 pm
by AceMastermind
Since Tourny already bumped this topic and is having the same problem Dan had but didn't provide a clear description of his fix i'm merging these topics to keep the information in one place.

Re: Issue with Kaadu's

Posted: Sun Jul 12, 2009 2:55 pm
by Tourny
Ok Mav. I tried your ODf and got some improvement. Since it takes the first step forward, it was possible to move forward by starting and stopping. Now it does the lurching on command (before it would do it when you wanted it to), but if you just hold the button down it wil stop moving like it did before. The viewpoint was also zoomed out. The error log reported nothing kaadu related.

Re: Issue with Kaadu's

Posted: Sun Jul 12, 2009 3:34 pm
by Teancum
Huh, once I get moved into my new house I'll have to check this out. I know it was working 100% when I uploaded it long ago.

Re: Issue with Kaadu's

Posted: Sun Jul 12, 2009 4:16 pm
by Tourny
I don't know if this helps anyone or not, but the Kaadu work's fine with the Taun taun's animations. It just looks extremely idiotic and can't dash. That's not to say the problem's solved, but I think it pinpoints the animations, correct? Earlier when I tried to fix it myself I looked in the rep_walk_kaadu.anims file and it showed all the animations except the ones for walking ("walk_leftfoot_rightfoot" and "walk_rightfoot_leftfoot") so I searched the animation banks and found them in the rep_walk_kaadu animation bank. I said: Wow that fixes it easy. I then edited the .bat file so that it would munge to my side folder, and munged it. In the animation bank it had all the right anims. But in the new .anims file the list still lacked "walk_leftfoot_rightfoot" and "walk_rightfoot_leftfoot". I don't know why they won't munge into the anims, and I assume getting them to would fix the problem. Here's the munge.bat file for the Kaadu:

Code: Select all

@call ..\munge_animation.bat "/keepframe0 /dest rep_walk_kaadu.zaf" Worlds\NAB
@call ..\munge_animation.bat "/keepframe0 /dest rep_walk_kaadu.zaf" Sides\rpg2
The rpg2 used to be GUN. It also did munge to Worlds/NAB (which it so graciously created for me) but with the same results.

I also just thought to read what the .bat file was saying while it was running- and it is reporting errors:

Code: Select all

Munging rep_walk_kaadu.zaa
ERROR[binmunge rep_walk_kaadu.zaa]:Could not open (null) for output. DOS reports
:
Could not open ..\..\..\\sides\rpg2\munged\rep_walk_kaadu.zaabin for output. DOS
 reports:
Permission denied

ERROR[binmunge rep_walk_kaadu.zaa]:Could not open ..\..\..\\sides\rpg2\munged\re
p_walk_kaadu.zaabin for output. DOS reports:
Permission denied

   2 Errors    0 Warnings

Re: Issue with Kaadu's

Posted: Sun Jul 12, 2009 4:19 pm
by Par3210
maybe it's your computer? as it says:
Hidden/Spoiler:
Permission denied
twice... :roll:

Re: Issue with Kaadu's

Posted: Sun Jul 12, 2009 4:34 pm
by Tourny
Indeed. Could somebody else try mungning the kaadu animation bank and see what happens? In order to see what it says, edit the munge.bat and on the line after all the text put the word "pause".

Re: Issue with Kaadu's

Posted: Sun Jul 12, 2009 4:39 pm
by AceMastermind
Tourny wrote:..Earlier when I tried to fix it myself I looked in the rep_walk_kaadu.anims file and it showed all the animations except the ones for walking ("walk_leftfoot_rightfoot" and "walk_rightfoot_leftfoot") so I searched the animation banks and found them in the rep_walk_kaadu animation bank...I then edited the .bat file so that it would munge to my side folder, and munged it. In the animation bank it had all the right anims. But in the new .anims file the list still lacked "walk_leftfoot_rightfoot" and "walk_rightfoot_leftfoot".
You're right, those 2 animation msh files won't munge into the zaabin file, odd. :?
The ZAT file shows no evidence of their existence either.