New skeleton for Droideka

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Raigiku
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Posts: 58
Joined: Mon Jun 05, 2017 5:14 pm
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Location: Perú

New skeleton for Droideka

Post by Raigiku »

I'm trying to port a droideka model from Republic Heroes, but the model isn't good for the default droideka skeleton since the size of it's limbs are very different compared to the default droideka. I tried doing a different skeleton with the default droideka animations, but when I change the AnimationName and SkeletonName on the new droideka .odf, the new droideka model seems to still use the default droideka skeleton. Please help :(
tcwrolldes animations folder
Hidden/Spoiler:
Image
tcwrolldes munge.bat
Hidden/Spoiler:
[code]@call ..\munge_animation.bat "/keepframe0 /specialquathack /dest tcwrolldes.zaf" Sides\CIS[/code]
ZenAsset.log
Hidden/Spoiler:
[code]-- Processing directory D:\Modding\BF2_ModTools\data_TES\Animations\SoldierAnimationBank\tcwrolldes
Processing file basepose.msh, will save in .\\\tcwrolldes.zaf
*** WARNING: Skin model segment 0 has too many/few vert weights?
*** WARNING: Skin model segment 0 has too many/few UVs?
*** WARNING: Skin model segment 0 has too many/few vert colors?
.*** WARNING: Animation <death01> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <fold> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <idle> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <idle_to_leftfoot> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <leftfoot_to_idle> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <rightfoot_to_idle> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <roll> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <turnl> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <turnr> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <unfold> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <walk_leftfoot_rightfoot> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <walk_rightfoot_leftfoot> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet

[/code]
binmunge.log
Hidden/Spoiler:
[code]Logging BinMunge
14:15:4903/05/18
0 Errors 0 Warnings

[/code]
cis_inf_droideka.odf
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "walkerdroid"
GeometryName = "cis_inf_tcw_droideka.msh"

[Properties]
WALKERSECTION = "BODY"
VehicleType = "medium"

DeathDustEffect = "deathdustcloud_brown"
DeathDustDelay = "5.1"
DeathDustOffset = "0.0 0.0 0.0"

ExplosionName = "cis_inf_droideka_exp"
MapTexture = "troop_icon"
HealthTexture = "HUD_cis_droideka_icon"
MapScale = 1.4
MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100

GeometryName = "cis_inf_tcw_droideka"
UprightLowResModel = "cis_droideka_idle_low1"
BallLowResModel = "cis_droideka_roll_low1"
FirstPerson = "CIS\cisdrde;cis_1st_droideka"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
AnimationName = "tcwrolldes"
SkeletonName = "tcwrolldes"

NoEnterVehicles = 1

MaxHealth = "550.0"
HealthType = "droid"

Acceleraton = "20.0"

MaxSpeed = "2.5"
MaxTurnSpeed = "1.25"
PCMaxTurnSpeed = "20.0"
PCMaxStrafeSpeed = "20.0"

UnrollTime = "1.66"
RollTime = "0.50"

TurnThreshold = "30.0"

BallRadius = "0.65"
BallMoveSpeed = "6.0"
BallAcceleration = "100.0"
BallRollingFriction = "50.0"
BallStoppedTurnSpeed = "2.5"
BallTurnSpeed = "2.0"
BallSprintTurnSpeed = "1.0"
BallSlippage = "1.0"
BallMaxLean = "10.0"
MaxBallAngle = "35.0"
BowlingPush = "10.0"
SprintTimeForBowling = "0.5"

BallSprintSpeedBoost = "2.0"
BallJumpHeight = "1.27"
BallJumpForwardBoost = "1.25"

EnergyBar = "100.0"
EnergyRestore = "10.0"
EnergyRestoreIdle = "15.0"
EnergyDrainSprint = "30.0"
EnergyMinSprint = "30.0"
EnergyCostJump = "30.0"
EnergyCostBowling = "30.0"

StompEffect = "com_sfx_walkerstomp" // used for jump, bounce off terrain

UprightWaterDamageHeight = "1.5"
BallWaterDamageHeight = "1.5"

CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.5 4.5"
TiltValue = "5.0"

CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.5 4.5"
TiltValue = "1.0"

CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0.0 1.0 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "5.0"

CAMERASECTION = "SPLITSTAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "5.0"

CAMERASECTION = "SPLITSTANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "3.5"

CAMERASECTION = "SPLITCROUCH"
EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0.0 1.0 0.0"
TrackOffset = "0.0 0.2 4.5"
TiltValue = "5.0"

WEAPONSECTION = "1"

WeaponName = "cis_weap_inf_repeater"
WeaponAmmo = "0"

PitchLimits = "-25.0 25.0"
YawLimits = "-40.0 40.0"

AimerYawLimits = "-40.0 40.0"
AimerPitchLimits = "-25 25"
AimerNodeName = "hp_gun_1"
FireOutsideLimits = "1"

NextAimer = "-"

AimerYawLimits = "-40.0 40.0"
AimerPitchLimits = "-25 25"
AimerNodeName = "hp_gun_2"
FireOutsideLimits = "1"

WEAPONSECTION = "2"

WeaponName = "cis_weap_walk_droideka_shield"
WeaponAmmo = "0"

TEMP_AnimationSpeed = "2.0"
TEMP_Type = "0"


WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"

WakeEffect = "hailfire_wake"


LegPairCount = "1"

WalkerLegPair = "LEGS"

LegBoneLeft = "bone_l_thigh"
LegBoneRight = "bone_r_thigh"

TerrainLeft = "p_-o-footL"
TerrainRight = "p_-o-footR"

FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "droideka_chunk1"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 -4.0 2.0"
ChunkSpeed = 9.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "droideka_chunk3"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "-4.0 0.0 0.0"
ChunkSpeed = 8.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "droideka_chunk3"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 4.0 0.0"
ChunkSpeed = 8.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "droideka_chunk4"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 -4.0"
ChunkSpeed = 7.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "droideka_chunk5"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 0.0 0.0"
ChunkSpeed = 9.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.02

PointsToUnlock = 0

VOUnitType = 081
Footstep0Sound = "cis_inf_droideka_step"
Footstep1Sound = "cis_inf_droideka_step"
Footstep2Sound = "cis_inf_droideka_step"
HydraulicSound = ""
HydraulicSoundHeight = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
EngineSound = "cis_walk_droideka_engine_parameterized"
TurnOnSound = "cis_droideka_fold"
TurnOffSound = "cis_droideka_unfold"
FoleyFXClass = "cis_inf_droid"

VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"

VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
[/code]
Munged folder
Hidden/Spoiler:
Image
tcwrolldes.anims
Hidden/Spoiler:
[code]ucft
{
ANIM
{
"death01"
"fold"
"idle"
"idle_to_leftfoot"
"leftfoot_to_idle"
"rightfoot_to_idle"
"roll"
"turnl"
"turnr"
"unfold"
"walk_leftfoot_rightfoot"
"walk_rightfoot_leftfoot"
}
}
[/code]
How it looks ingame
Hidden/Spoiler:
Image
cis_inf_tcw_droideka.msh cis_inf_tcw_droideka.tga basepose.msh
correctmushroom2013
Second Lance Corporal
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Re: New skeleton for Droideka

Post by correctmushroom2013 »

Me helped this variant,try to delete this line(red):

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
Raigiku
Private Third Class
Posts: 58
Joined: Mon Jun 05, 2017 5:14 pm
Projects :: Battlefront Redux
Games I'm Playing :: League of Legends
xbox live or psn: TheRaigiku
Location: Perú

Re: New skeleton for Droideka

Post by Raigiku »

correctmushroom2013 wrote:Me helped this variant,try to delete this line(red):

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
How does that solve my problem? By doing this I get rid of the droideka. I don't want that lol. I want the droideka to use my custom skeleton.
Marth8880
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Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
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Location: Edinburgh, UK
Contact:

Re: New skeleton for Droideka

Post by Marth8880 »

Raigiku wrote:
correctmushroom2013 wrote:Me helped this variant,try to delete this line(red):

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
How does that solve my problem? By doing this I get rid of the droideka. I don't want that lol. I want the droideka to use my custom skeleton.
That line is loading the *stock* droideka's assets, that's the problem.
LitFam
Sergeant Major
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Re: New skeleton for Droideka

Post by LitFam »

Try this:
Hidden/Spoiler:
[code]ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_hero_darthmaul",
"cis_hover_aat")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_droideka")[/code]
MissingTexture
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Posts: 380
Joined: Sat Jun 13, 2015 10:51 am
Projects :: SW Resistance Rising
Location: Toronto, ON

Re: New skeleton for Droideka

Post by MissingTexture »

Guys I'm pretty sure he is having issues adjusting the skeleton of the model plus its animations and as to why it appears how it does ingame. He has it ingame just fine.

Have you tried a manual clean then remunging it at all? Something happened to like that with a shoretrooper i messed around with, I remunged after a clean & it worked well; but it may be diff situations but may be worth a try?
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