Some modding questions
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- Kingpin
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Re: Some modding questions
You just want to reskin the face on that model. Or, you could use the female model from the Convo Pack assets and hex-edit Anakin's cloak onto it.
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- Chief Warrant Officer
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Re: Some modding questions
I will probably do the female mandalorian who appears in Rebels. Is it a way to feminize the body of Jango Fett ?
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- Sith
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Re: Some modding questions
The only ways I know is editing the body model in xsi. And maybe changing the walking animations a bit with the rebels sniper girl. Changing and adding the voices in the odf of your unit also should adds the last touch.
- Kingpin
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Re: Some modding questions
Well, if you reskinned that convo pack female model, I think you could hex-edit a Mandalorian helmet on. Then just reskin.
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- Chief Warrant Officer
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Re: Some modding questions
Here I have some other problems with weapons, look:
As you can see, some weapons doesn't appears and the Force Pike sword doesn't appears correctly.
Here is the odf for the look:
Thanks !
Hidden/Spoiler:
Here is the odf for the look:
Hidden/Spoiler:
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- Sith
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Re: Some modding questions
The only reason why weapons don't appear in game is there are missing odf files. Make sure you have all the weapon+ordnance odf files in your odf folder.
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- Brigadier General
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Re: Some modding questions
Also check if you got all the meshes for your weapons in the msh folder. As for the pike, try setting
to
in the pike's odf.
Code: Select all
LightSaberLength = "1.0"
LightSaberWidth = "0.02"
Code: Select all
LightSaberLength = "0.0"
LightSaberWidth = "0.0"
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- Chief Warrant Officer
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Re: Some modding questions
The thing is the weapons appears in the unit's hands but the name doesn't appears in the boxes and that can make the game freeze if roll the third mouse in the wrong way.
EDIT : Before I forget that, I want to resize the doublesaber hilt to make him a little shorter than his usual size. Did I have to use xsi or there is more simple way to do that ?
Also, the only weapons that seems to work when I want to do non-jedi heroes are the stock award weapons (I used them, not all, with my Cad Bane). Also, the Wookie Bowcaster works fine with Chewbacca.
I'll try with them and tell you if that worked.
Thanks.
EDIT 2: I've a tentacular problem, as you can see here:
Any though to fix that ?
However, some of my "weapon" issues are fix, there is still the Force Pike to fix and the Yoda's cloth to do.
EDIT 3: Here two pics, one is the actual Force Pike of my imp_hero_royal_guard unit (the .req file of him can be found in the stock sides folder) and the Force Pike as he appear in BFX:
Here is the respective ODF of the weapons:
[code][WeaponClass]
ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"
[Properties]
HitEffect = "com_sfx_sabrehit"
GeometryName = "force_pike"
ComboAnimationBank = "human_sabre melee all_hero_luke_jedi"
NumDamageEdges = "3"
FirePointName = "hp_fire1"
LightSaberLength = "1.0"
LightSaberWidth = "0.02"
LightSaberTexture = "pikelightsabre"
LightSaberTrailColor = "0 0 0 0"
AttachedFirePoint = "bone_l_calf 1.0 0.0 0.0 0.35 0.0 0.0"
DamageEdgeLength = "0.5"
DamageEdgeWidth = "0.1"[/code]
[code][WeaponClass]
ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"
[Properties]
HitEffect = "com_sfx_sabrehit"
GeometryName = "force_pike"
ComboAnimationBank = "human_sabre melee imp_inf_royalguard"
NumDamageEdges = "3"
FirePointName = "hp_fire1"
LightSaberLength = "1.0"
LightSaberWidth = "0.02"
LightSaberTexture = "pikelightsabre"
LightSaberTrailColor = "0 0 0 0"
AttachedFirePoint = "bone_l_calf 1.0 0.0 0.0 0.35 0.0 0.0"
DamageEdgeLength = "0.5"
DamageEdgeWidth = "0.1"[/code]
Any though how to do so ?
Thanks.
EDIT : Before I forget that, I want to resize the doublesaber hilt to make him a little shorter than his usual size. Did I have to use xsi or there is more simple way to do that ?
Also, the only weapons that seems to work when I want to do non-jedi heroes are the stock award weapons (I used them, not all, with my Cad Bane). Also, the Wookie Bowcaster works fine with Chewbacca.
I'll try with them and tell you if that worked.
Thanks.
EDIT 2: I've a tentacular problem, as you can see here:
Any though to fix that ?
However, some of my "weapon" issues are fix, there is still the Force Pike to fix and the Yoda's cloth to do.
EDIT 3: Here two pics, one is the actual Force Pike of my imp_hero_royal_guard unit (the .req file of him can be found in the stock sides folder) and the Force Pike as he appear in BFX:
Here is the respective ODF of the weapons:
ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"
[Properties]
HitEffect = "com_sfx_sabrehit"
GeometryName = "force_pike"
ComboAnimationBank = "human_sabre melee all_hero_luke_jedi"
NumDamageEdges = "3"
FirePointName = "hp_fire1"
LightSaberLength = "1.0"
LightSaberWidth = "0.02"
LightSaberTexture = "pikelightsabre"
LightSaberTrailColor = "0 0 0 0"
AttachedFirePoint = "bone_l_calf 1.0 0.0 0.0 0.35 0.0 0.0"
DamageEdgeLength = "0.5"
DamageEdgeWidth = "0.1"[/code]
ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"
[Properties]
HitEffect = "com_sfx_sabrehit"
GeometryName = "force_pike"
ComboAnimationBank = "human_sabre melee imp_inf_royalguard"
NumDamageEdges = "3"
FirePointName = "hp_fire1"
LightSaberLength = "1.0"
LightSaberWidth = "0.02"
LightSaberTexture = "pikelightsabre"
LightSaberTrailColor = "0 0 0 0"
AttachedFirePoint = "bone_l_calf 1.0 0.0 0.0 0.35 0.0 0.0"
DamageEdgeLength = "0.5"
DamageEdgeWidth = "0.1"[/code]
Any though how to do so ?
Thanks.
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- Command Sergeant Major
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Re: Some modding questions
For the tentacles try:
I'm not sure what is the problem with your force pike though. And for the doublesaber you need XSI. Why do you want to shorten it? Just curious.MasterSaitek009 wrote:This is what I did for my Ryloth map and it works great.
1. Go to data_ModID/Animations/SoldierAnimationBank/ and copy the template folder and rename it Twilek or something like that.
2. Now open the Twilek folder you just made and edit the .BAT file by right clicking it and hitting edit
3. It should say something like "side\rep" somewhere in it. change "rep" to the name of your side
4. You should also see that their is a mention to "aayla.zaf" change that to "twilek.zaf"
5. Now go into BF2_ModTools\assets\animations\SoldierAnimations\Aayla.
6. Copy the Basepose.msh that you will find their.
7. Paste it into data_ModID/Animations/SoldierAnimationBank/twilek
8. Run the .BAT file that you edited. Now your basepose/Anim set should be in your sidename\munged folder.
9. Add this line to your units odf SkeletonName = "twilek" (If it is not already there).
10. Run Visual Munge and Run battlefront 2.
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- Chief Warrant Officer
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Re: Some modding questions
Thanks:
And coz of this:
But this weapon never appear on this issue. So now, it isn't needable to doing something to the doublesaber. I use now the Royal Guard with the sit-weap_doublesaber and all the jed_sith01 unit powers (since we will never know what kind of weaponry the imp_hero_royal_guard (he is located in the stock sides folder in assets/sides/imp/req) was intendeed to have).
XSI don't even work now with me so.
And coz of this:
Hidden/Spoiler:
XSI don't even work now with me so.
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- Command Sergeant Major
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Re: Some modding questions
You can use another modelling software as long as you can properly export/import msh files.Indytotof wrote: XSI don't even work now with me so.
(Maybe you can use Meshtool: http://www.gametoast.com/viewtopic.php?f=64&t=14857)
Though a lightsaber has hardpoints and stuff so... oh just forget what I said.
And what do you mean by 'don't work' ?