The rebel marksman and vanguard rebels from BF2 for BF

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RebelMarksman
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The rebel marksman and vanguard rebels from BF2 for BF

Post by RebelMarksman »

Hi all, Tell me, have made the rebel marksman and vanguard rebels from Battlefront2 for Battlefront1 ? If yes, where to get them. Or similar to them.
Last edited by RebelMarksman on Fri Apr 06, 2012 11:53 am, edited 1 time in total.
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Re: The rebel marksman and and vanguard rebels from BF2 fo

Post by RebelMarksman »

Perhaps someone of those who have the edits Battlefront 2 share with me folder sides/all ? Would be grateful to You.
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Re: The rebel marksman and vanguard rebels from BF2 for BF

Post by ARCTroopaNate »

The files would be in the battlefront 2 mod tools. I advise downloading it, then you'll have all the BF2 assets for whenever you need them.
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Re: The rebel marksman and vanguard rebels from BF2 for BF

Post by RebelMarksman »

I know. battlefront 2 mod tools I have in the compressed form. Unfortunately on my hard disk now is too little space that would install it completely. Besides that, I really need assets only from a folder all.
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Re: The rebel marksman and vanguard rebels from BF2 for BF

Post by Led »

I uploaded the SWBF2 alliance side folder here:

http://www.swbfgamers.com/index.php?act ... w;down=522
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Re: The rebel marksman and vanguard rebels from BF2 for BF

Post by RebelMarksman »

Thank you Led! These files will be useful to me in editing. While I used two models of them. Rebel Vanguard as can be seen looks quite good, but the girl-sniper rebels have a small problem. Her neck looks too stretched (in the Battlefront it shows better than the photo). Perhaps this is something connected with animation or frame of a model ? Tell me how to solve this issue.

Image
Last edited by RebelMarksman on Sun Apr 08, 2012 3:47 pm, edited 2 times in total.
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Re: The rebel marksman and vanguard rebels from BF2 for BF

Post by ARCTroopaNate »

It is because of her skeleton. Can I see your unit odf?
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Re: The rebel marksman and vanguard rebels from BF2 for BF

Post by RebelMarksman »

Of course. I added some value (noted blue), of the original file, but unfortunately it didn't make improvements.
Hidden/Spoiler:
[GameObjectClass]

ClassLabel = "soldier"
GeometryName = "all_inf_marksperson.msh"

[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"

SkeletonName = "marksperson"
SkeletonLowRes = "leialz"
SkeletonRootScale = "0.95"
CollisionRootScale = "0.95"


Label = "Rebel Scout"
UnitType = "Scout"
IconTexture = "all_spy_icon"
MapTexture = "troop_icon"
MapScale = 1.4

GeometryName = "all_inf_marksperson"

AnimationName = "all_inf_snowtrooper"
OverrideTexture = "all_inf_markspersonjungle"
FirstPerson = "all\allmarks;all_1st_marksperson"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
GeometryLowRes = "all_inf_marksperson_low1"

CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "5.0"

CAMERASECTION = "STANDZOOM"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "5.0"

CAMERASECTION = "CROUCHZOOM"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "PRONE"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"

CAMERASECTION = "PRONEZOOM"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"


AimValue = "1.0"

HealthType = "person"
MaxHealth = 400.0

Acceleraton = 70.0
MaxSpeed = 7.0
MaxStrafeSpeed = 4.5
MaxTurnSpeed = 4.0

WeaponName1 = "Alliance_sniperrifle"
WeaponAmmo1 = 10
WeaponName2 = "all_weap_inf_rifle"
WeaponAmmo2 = 7
WeaponName3 = "all_weap_inf_thermaldetonator"
WeaponAmmo3 = 4
WeaponChannel3 = 1
WeaponName4 = "all_weap_inf_powerup_dispenser"
WeaponAmmo4 = 4
WeaponChannel4 = 1

AimFactorPostureSpecial = 50
AimFactorPostureStand = 100
AimFactorPostureCrouch = 140
AimFactorPostureProne = 160
AimFactorStrafe = 60
AimFactorMove = 70



AISizeType = "SOLDIER"


HurtSound = "all_inf_com_chatter_wound_female"
DeathSound = "all_inf_com_chatter_death_female"
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
LowHealthThreshold = ".25"
FoleyFXClass = "all_inf_soldier"

//squad command VO
SCFieldMoveOutSound = "all_sound_inf_allons"
SCFieldHoldSound = "all_sound_inf_Attendez"
SCFieldFollowSound = "all_sound_inf_Allons_avec_moi"
//SCDriverGetInSound = "all_inf_com_chatter_tac_needgunner"
//SCDriverGetOutSound = "all_inf_com_chatter_tac_moveout"
//SCPassengerMoveOutSound = "all_inf_com_chatter_tac_spreadout"
//SCPassengerStopSound = "all_inf_com_chatter_tac_stop"
//SCPassengerGetInSound = "all_inf_com_chatter_tac_needgunner"
//SCPassengerGetOutSound = "all_inf_com_chatter_tac_moveout"
//SCGunnerAllClearSound = "all_inf_com_chatter_tac_allclear"
//SCGunnerSteadySound = "all_inf_com_chatter_tac_stop"
//SCGunnerGetInSound = "all_inf_com_chatter_tac_needgunner"
//SCGunnerGetOutSound = "all_inf_com_chatter_tac_moveout"
//SCResponseYessirSound = "all_inf_com_chatter_tac_yes"
//SCResponseNosirSound = "all_inf_com_chatter_tac_no"

// AIsquad command VO
SCFieldMoveOutSound = "all_sound_inf_allons"
SCFieldHoldSound = "all_sound_inf_Attendez"
SCFieldFollowSound = "all_sound_inf_Allons_avec_moi"
//AISCDriverGetInSound = "ai_all_inf_com_chatter_tac_needgunner"
//AISCDriverGetOutSound = "ai_all_inf_com_chatter_tac_moveout"
//AISCPassengerMoveOutSound = "ai_all_inf_com_chatter_tac_spreadout"
//AISCPassengerStopSound = "ai_all_inf_com_chatter_tac_stop"
//AISCPassengerGetInSound = "ai_all_inf_com_chatter_tac_needgunner"
//AISCPassengerGetOutSound = "ai_all_inf_com_chatter_tac_moveout"
//AISCGunnerAllClearSound = "ai_all_inf_com_chatter_tac_allclear"
//AISCGunnerSteadySound = "ai_all_inf_com_chatter_tac_stop"
//AISCGunnerGetInSound = "ai_all_inf_com_chatter_tac_needgunner"
//AISCGunnerGetOutSound = "ai_all_inf_com_chatter_tac_moveout"
//AISCResponseYessirSound = "ai_all_inf_com_chatter_tac_yes"
//AISCResponseNosirSound = "ai_all_inf_com_chatter_tac_no"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.10
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.10
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Re: The rebel marksman and vanguard rebels from BF2 for BF

Post by ARCTroopaNate »

Did you add the correct animations to the munged file?
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Re: The rebel marksman and vanguard rebels from BF2 for BF

Post by sereja2 »

Also, you must know: SWBF2 lowrez animation will crash SWBF1 game. You have to use SWBF1 lowrez, and it will be very unrealistic looks.
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Re: The rebel marksman and vanguard rebels from BF2 for BF

Post by RebelMarksman »

No. Unfortunately I have no animations SWBF2 and I don't know how they compile. If someone can help me with this, would be thankful. About lowrez model, it could be a copy of the original, not low polygon model ?
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Re: The rebel marksman and vanguard rebels from BF2 for BF

Post by sereja2 »

If you got "all" folder from SWBF2 assets, inside this folder must be folder, named "munged". You must copy animation from there, and paste it inside your munged folder.
I am sure, you can't use copy of normal soldier model, as lowrez model, or it will have very ugly, black bug looks, and overload memory of the game. You can use SWBF2 lowrez model, but you can't use SWBF2 lowrez animation for it.
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Re: The rebel marksman and vanguard rebels from BF2 for BF

Post by RebelMarksman »

I put marksperson.zafbin in the folder munged, but the problem is not resolved, her neck still looks like an elongated. Probably, the problem is in the settings of the odf ?
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Re: The rebel marksman and vanguard rebels from BF2 for BF

Post by ARCTroopaNate »

Your odf looks exactly like it should, it has to be a skeleton/animation problem.
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Re: The rebel marksman and vanguard rebels from BF2 for BF

Post by sereja2 »

Try add animation/sceleton names inside your side REQ file, it may help.
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Re: The rebel marksman and vanguard rebels from BF2 for BF

Post by RebelMarksman »

I never quite understood here. File marksperson.zafbin this animation model or a skeleton ? If it's the latter, then perhaps case the standard animation all_inf_snowtrooper ?

Sereja, thank You for the advice. Try to.
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Re: The rebel marksman and vanguard rebels from BF2 for BF

Post by sereja2 »

I am not sure in this by myself, but you can easy figure out it, if you expolre EWK side, from Assets, and see, how zafbin, zaabin, REQ and .odf files must be sattle.
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Re: The rebel marksman and vanguard rebels from BF2 for BF

Post by RebelMarksman »

I think it is the model frame, so as after the change all_inf_snowtrooper on marksperson location in the Battlefront no longer boot. Where, then take the animation for this model and how her to compile what would it worked correctly in the Battlefront ?
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Re: The rebel marksman and vanguard rebels from BF2 for BF

Post by sereja2 »

I am try this model, and she looks fine to me, see the pic:

http://www.freeimagehosting.net/zxwe8

If you think, she looks not realistic, it is possible she is, but this is only a fall of creators. I am using SWBF1 rebel marksman model only, in my mods.
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Re: The rebel marksman and vanguard rebels from BF2 for BF

Post by RebelMarksman »

Yes she really looks good. But you didn't notice too thin elongated neck of this model ? In the image I can't see it, but you can see this in the game when you go she and go. If not, tell me what the animation you used ? Animation SWBF2 can be easily distinguished by the fact that she raises the Blaster when goes.
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