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 Post subject: The Playable Rancor unit release
PostPosted: Fri Aug 15, 2008 1:36 pm 
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Download Link:

SWBF Files

Image

An installation guide is included, but Ill post it here.

This topic is the only topic designated for all things regarding issues of this asset, and I hope it will remain that way.

I am not taking public requests for more things like this.. Though I will take things into consideration. If a new version of the rancor with sounds is released, it will happen here.

install guide wrote:
The following product has been modified by ={WGO}=Rancor, from the original Rancor model
used in maps, to a playable format, that of a jedi. If you wish to use this asset, please
reference my name in any Credits you have. Name = ={WGO}=Rancor.

If you have any questions, comments or issues, my xfire is farshotxxl.

To INSTALL, you must place the folder titled Rancor, in with your Side's folder you want it in.

Say for example, you want the rancor in GEO, to go with the Acklay, then place the Rancor folder
into C:\BF2_ModTools\data_MODID\Sides\geo, MODID being the 3 letter ID of your map.
Then all you have to do is drag the ran_inf_rancor.req into C:\BF2_ModTools\data_MODID\Sides\geo\req
and add the line "ran_inf_rancor" to geo.req in the main folder of geo.

Then of course go to your MODID's lua and add ReadDataFile("dc:SIDE\\geo.lvl",
"ran_inf_rancor")
And add "ran_inf_rancor" to Republic, Empire, or whatever side you want.

Go to Gametoast.com for more information on how to mod your sides if this was too complicated for you.


Credits: LucasArts for making the Rancor anims and model, etc.
Rancor for his hard time and effort into making this awesome thing for you guys.
My Lord, Saviour, Deliverer and Comforter, Creator and the source for all my joy in this World,
and in the world to come, Yeshua Christ.


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 Post subject: Re: The Playable Rancor unit release
PostPosted: Fri Aug 15, 2008 1:39 pm 
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3rd Warning
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Cool good Work :thumbs:
What for a Animation use her to walk!


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 Post subject: Re: The Playable Rancor unit release
PostPosted: Fri Aug 15, 2008 1:44 pm 
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The Rancor uses most of the base animations for doing things, it can run, jump, crouch, sprint, roll, etc. It's attack animation lasts a long while, but Ive given it perfected block during the attack so it won't die off as easily.


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 Post subject: Re: The Playable Rancor unit release
PostPosted: Fri Aug 15, 2008 1:49 pm 
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Dude, seriously--this is awesome. Thank you! :D


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 Post subject: Re: The Playable Rancor unit release
PostPosted: Fri Aug 15, 2008 2:39 pm 
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Quick Ammendent, you'll need to change a couple of referenced lines in the odfs regarding zom_inf_rancor to ran_inf_rancor.


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 Post subject: Re: The Playable Rancor unit release
PostPosted: Fri Aug 15, 2008 4:30 pm 
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Groove Walrus
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:eek:

HOLY ****!

Nice man!

That's amazing!! And you did this all by yourself? People have been trying to get this to work for ages!


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 Post subject: Re: The Playable Rancor unit release
PostPosted: Fri Aug 15, 2008 4:48 pm 
Daaaaang, nice work man :thumbs:


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 Post subject: Re: The Playable Rancor unit release
PostPosted: Fri Aug 15, 2008 6:23 pm 
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Whoa! You'd have been told it was almost impossible to do this if you'd have suggested it! That's amazing!

Hehe, a rolling rancor :D


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 Post subject: Re: The Playable Rancor unit release
PostPosted: Fri Aug 15, 2008 6:32 pm 
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Hoth Battle Chief
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Wow, man. Wow. Great job!
SBF_Dann_Boeing wrote:
:eek:

HOLY ****!

Nice man!

That's amazing!! And you did this all by yourself? People have been trying to get this to work for ages!

Do I smell a "Pepperland not being Dann's last map, as Dann must use this?" scent wafting about?


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 Post subject: Re: The Playable Rancor unit release
PostPosted: Fri Aug 15, 2008 8:19 pm 
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Ok, I HAVE to know, how in the heck did you do that? :shock: I and alot of people have tried, but it never worked out.


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 Post subject: Re: The Playable Rancor unit release
PostPosted: Fri Aug 15, 2008 8:22 pm 
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Caleb1117 wrote:
Ok, I HAVE to know, how in the heck did you do that? :shock: I and alot of people have tried, but it never worked out.


He actually said that all he did was dumped the basepose, attack animation, and idle animation into a folder and remunged them with a unit naming setup. I don't know what people apparently tried in the past, but what he did is certainly what I thought they would have tried. Obviously it never hurts to try again, and it works with this prop since the bone structure is so similar to the human bone structure.


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 Post subject: Re: The Playable Rancor unit release
PostPosted: Fri Aug 15, 2008 10:18 pm 
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Groove Walrus
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Fluffy_the_ic wrote:
Wow, man. Wow. Great job!
SBF_Dann_Boeing wrote:
:eek:

HOLY ****!

Nice man!

That's amazing!! And you did this all by yourself? People have been trying to get this to work for ages!

Do I smell a "Pepperland not being Dann's last map, as Dann must use this?" scent wafting about?


More like a "Dann must use this in Pepperland somehow" scent.


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 Post subject: Re: The Playable Rancor unit release
PostPosted: Fri Aug 15, 2008 10:59 pm 
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Everyone is welcome to use it, and I look forward to seeing a pepperland'd Rancor killing everyone. :)

As Mav said, all that was done was simply taking basepose, idle and grab anims, renaming them and equipping them with jedi odfs and combo work. I got the idea after rigging a Tauntaun earlier this morning.


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 Post subject: Re: The Playable Rancor unit release
PostPosted: Fri Aug 15, 2008 11:28 pm 
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Groove Walrus
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The only problem I have with it is although the eating anim is there, you can't eat units with it :P The first slash kills.

The thing in the original rancor odf that attaches the unit to the rancors claw so that he can eat them is this line here:
AttachTrigger = "hp_active 1.5 grab thrown_flail 2.5 hp_hotspot die"

Because the unit is attaching to a hard point makes the rancor eating units impossible. The only other time a unit can attach to a hard point is for a vehicle.

However, it should be possible to simply cut off the eating part of the anim so it just does that first slash. You need something like this in the combo file for the attack:
Code:
            TimeStart(5, "Frames");
            TimeEnd(16, "Frames");


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 Post subject: Re: The Playable Rancor unit release
PostPosted: Sat Aug 16, 2008 7:30 am 
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This could be used for KotOR if he had a Rakata player model.


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 Post subject: Re: The Playable Rancor unit release
PostPosted: Sat Aug 16, 2008 9:01 am 
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Hoth Battle Chief
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I MUST learn to side mod now. And add addonmeshes. That'd be sweeeet... Armored rancor with vampire teeth... and a puffball on the end of it's tail... and shoes. Okay, that'd be overdoing it, but still...


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 Post subject: Re: The Playable Rancor unit release
PostPosted: Sat Aug 16, 2008 10:45 am 
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Nice! Downloading now. It might take me some time to make it work though. Have only been modding in a month but still i make things work in the end. Thanks to all the good modders who takes time to teach away what they have learned.


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 Post subject: Re: The Playable Rancor unit release
PostPosted: Sat Aug 16, 2008 11:29 am 
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This should be a fun thing to walk around as. That would be awesome if you could get the Rancor to be able to eat units.

Btw I have a two questions....What happens if you put the Rancor in a vehicle like say a speeder bike? And secondly do I also have to change this line to ran?

Code:
ComboAnimationBank  = "human_sabre melee zom_inf_rancor"


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 Post subject: Re: The Playable Rancor unit release
PostPosted: Sat Aug 16, 2008 3:40 pm 
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Okay, so I've downloaded it and played with it a little, and I still have to say I'm impressed. It's really cool that you were able to get it to work at all. That being said, it's pretty buggy. The rancor looks way up whenever he walks and the slash doesn't seem to actually have to touch anybody in order to kill them. A very novel idea--it's just a little messy. Of course, I'm not sure how much better you could get without rerigging the entire model in XSI.

Very impressed. :)

epm01 wrote:
And secondly do I also have to change this line to ran?

Code:
ComboAnimationBank  = "human_sabre melee zom_inf_rancor"

Yes--I think there were two places where I had to change 'zom' to 'ran' to get it to work. That's one of them. :)


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 Post subject: Re: The Playable Rancor unit release
PostPosted: Sat Aug 16, 2008 4:04 pm 
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Yeah I'm going to have to ask someone to go into XSI and fix it up like they did for Dann Boeing's big wampas for his Rhen var map.


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