I've tried making it "alpha channel", tried using the "transparent = "0" (or 1) code but I just can't figure it out.
The "cape" shows up, but it doesn't have the Sithstalker "cape" texture.
Any ideas what I'm not doing correctly?
Sithstalker's .odf
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "sith_inf_stalker.msh"
[Properties]
AISizeType = "HOVER"
AnimationName = "sithstalker"
GeometryName = "sith_inf_stalker"
GeometryLowRes = "sith_inf_stalker"
ClothODF = "rep_inf_jedi_male_open_robe"
//OverrideTexture = "jed_inf_master_robd"
//OverrideTexture2 = "jed_inf_master_robe"
MaxHealth = 2500.0
MaxSpeed = 10.0
MaxStrafeSpeed = 8.5
MaxTurnSpeed = 12.0
JumpHeight = 6.0
JumpForwardSpeedFactor = 2.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 2.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 2.7 // in forward arc, boost speed by this factor when rolling
Acceleration = 100.0 // accelerate to full run in about 7/70 = 0.1 seconds
EnergyDrainSprint = 5.0 // energy spent per second of sprinting
EnergyBar = "200"
JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "20.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 20.0
CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions
WEAPONSECTION = 1
WeaponName = "imp_weap_lightsaber_sithstalker"
WeaponAmmo = 0
WEAPONSECTION = 2
WeaponName = "com_weap_inf_marek_force_push"
WeaponAmmo = 0
WeaponChannel = 1
WEAPONSECTION = 3
WeaponName = "com_weap_inf_marek_force_lightning"
WeaponAmmo = 0
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "com_weap_inf_sabre_throw"
WeaponAmmo = 0
WeaponChannel = 1
CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.2 0.0"
TrackCenter = "0.0 1.4 0.0
TrackOffset = "0.0 0.0 6.0"
TiltValue = "3.0"
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"
//SOUND
VOUnitType = 191
SoldierMusic = "imp_hero_Vader_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 = "imp_inf_vo_darth_breath"
LowHealthThreshold = "1.0"
AmbientSound = "imp_inf_vo_darth_breath"
FoleyFXClass = "imp_inf_soldier"
SndHeroSelectable = "imp_inf_vo_darth_breath"
SndHeroSpawned = ""
SndHeroDefeated = "imp_inf_vo_darth_breath"
SndHeroKiller = ""
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_vader_AcquiredTarget AcquiredTarget"
VOSound = "hero_vader_KillingSpree4 KillingSpree4"
ClassParent = "com_jedi_default"
GeometryName = "sith_inf_stalker.msh"
[Properties]
AISizeType = "HOVER"
AnimationName = "sithstalker"
GeometryName = "sith_inf_stalker"
GeometryLowRes = "sith_inf_stalker"
ClothODF = "rep_inf_jedi_male_open_robe"
//OverrideTexture = "jed_inf_master_robd"
//OverrideTexture2 = "jed_inf_master_robe"
MaxHealth = 2500.0
MaxSpeed = 10.0
MaxStrafeSpeed = 8.5
MaxTurnSpeed = 12.0
JumpHeight = 6.0
JumpForwardSpeedFactor = 2.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 2.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 2.7 // in forward arc, boost speed by this factor when rolling
Acceleration = 100.0 // accelerate to full run in about 7/70 = 0.1 seconds
EnergyDrainSprint = 5.0 // energy spent per second of sprinting
EnergyBar = "200"
JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "20.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 20.0
CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions
WEAPONSECTION = 1
WeaponName = "imp_weap_lightsaber_sithstalker"
WeaponAmmo = 0
WEAPONSECTION = 2
WeaponName = "com_weap_inf_marek_force_push"
WeaponAmmo = 0
WeaponChannel = 1
WEAPONSECTION = 3
WeaponName = "com_weap_inf_marek_force_lightning"
WeaponAmmo = 0
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "com_weap_inf_sabre_throw"
WeaponAmmo = 0
WeaponChannel = 1
CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.2 0.0"
TrackCenter = "0.0 1.4 0.0
TrackOffset = "0.0 0.0 6.0"
TiltValue = "3.0"
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"
//SOUND
VOUnitType = 191
SoldierMusic = "imp_hero_Vader_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 = "imp_inf_vo_darth_breath"
LowHealthThreshold = "1.0"
AmbientSound = "imp_inf_vo_darth_breath"
FoleyFXClass = "imp_inf_soldier"
SndHeroSelectable = "imp_inf_vo_darth_breath"
SndHeroSpawned = ""
SndHeroDefeated = "imp_inf_vo_darth_breath"
SndHeroKiller = ""
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_vader_AcquiredTarget AcquiredTarget"
VOSound = "hero_vader_KillingSpree4 KillingSpree4"
Cape .odf
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "cloth"
[Properties]
attachedmesh = "sith_inf_stalker"
// ---list of optional cloth parameters---
// Angle of the wind, phi and theta
WindDirection = "100 -120"
// Wind speed, in m/s
WindSpeed = 0.3
// Dampening coefficient – in some unit or other :^) Default is 0.5
Dampening = 0.5
// Drag coefficient, also in some unit – default is -2.0
Drag = -2.25
// Mass of each cloth “particle” (in Kg?) – default is 1.0
ParticleMass = 1.25
// Maximum world acceleration, in m/s/s – default is 20
MaxAcceleration = 20
// Priority – cloth with lower priority is skipped,
// if not enough time is left this frame – used for the Emperor
// Default is 0
Priority = 1
// Does this cloth have an alpha channel? 1 or 0, Default is 0
Transparent = 0
// BF2 has 3 different types of constraints it satisfies each frame
// when computing the cloth:
// “Bend” constraints keep the cloth’s shape.
// “Stretch” constraints keep the cloth’s size.
// “Cross” constraints keep individual pieces of cloth from shearing.
// You can turn these on or off individually by specifying a
// zero for the constraint.
// For example, if you turn off “stretch” constraints the cloth
// can grow longer or shorter…
CrossConstraint = 1
BendConstraint = 1
StretchConstraint = 1
ClassLabel = "cloth"
[Properties]
attachedmesh = "sith_inf_stalker"
// ---list of optional cloth parameters---
// Angle of the wind, phi and theta
WindDirection = "100 -120"
// Wind speed, in m/s
WindSpeed = 0.3
// Dampening coefficient – in some unit or other :^) Default is 0.5
Dampening = 0.5
// Drag coefficient, also in some unit – default is -2.0
Drag = -2.25
// Mass of each cloth “particle” (in Kg?) – default is 1.0
ParticleMass = 1.25
// Maximum world acceleration, in m/s/s – default is 20
MaxAcceleration = 20
// Priority – cloth with lower priority is skipped,
// if not enough time is left this frame – used for the Emperor
// Default is 0
Priority = 1
// Does this cloth have an alpha channel? 1 or 0, Default is 0
Transparent = 0
// BF2 has 3 different types of constraints it satisfies each frame
// when computing the cloth:
// “Bend” constraints keep the cloth’s shape.
// “Stretch” constraints keep the cloth’s size.
// “Cross” constraints keep individual pieces of cloth from shearing.
// You can turn these on or off individually by specifying a
// zero for the constraint.
// For example, if you turn off “stretch” constraints the cloth
// can grow longer or shorter…
CrossConstraint = 1
BendConstraint = 1
StretchConstraint = 1