bert Posted October 21, 2016 Share Posted October 21, 2016 Hi!For some roleplaying purposes I need to scale down a vehicle. I tried to achieve that by messing with it's .veh file, and it worked... almost. The vehicle was indeed smaller, but it's levitating, which is unacceptable (it's an animal). Not very pleased by the outcome I opened it in blender (with mrwonko's plugin). Simply scaling it down isn't an option (.gla format doesn't support it, as far as I'm concerned), so i changed the "g2_prop_scale" property of skeleton_root aaand... nothing. I'm out of ideas, anyone knows how to do this? Link to comment
AshuraDX Posted October 21, 2016 Share Posted October 21, 2016 Hi!For some roleplaying purposes I need to scale down a vehicle. I tried to achieve that by messing with it's .veh file, and it worked... almost. The vehicle was indeed smaller, but it's levitating, which is unacceptable (it's an animal). Not very pleased by the outcome I opened it in blender (with mrwonko's plugin). Simply scaling it down isn't an option (.gla format doesn't support it, as far as I'm concerned), so i changed the "g2_prop_scale" property of skeleton_root aaand... nothing. I'm out of ideas, anyone knows how to do this?has to be done via the .veh file, I'M not sure what coudl cause it to levitate but I'd assume there is another line in that .veh file you'll have to change Link to comment
Smoo Posted October 21, 2016 Share Posted October 21, 2016 You just have to change the scale in the .npc file Link to comment
bert Posted October 21, 2016 Author Share Posted October 21, 2016 I'll try to mess with .veh again, maybe changing centerOfGravity would help somehow. Link to comment
minilogoguy18 Posted October 21, 2016 Share Posted October 21, 2016 The VEH and NPC files must match, the problem probably is that one of the files controls the bounding box and it's the size the model originally was so it appears to be floating when it's actually sitting on its bounding box. Pretty sure it's in the VEH file, like so... ATST_vehicle { name ATST_vehicle type VH_WALKER numHands 2 hideRider 1 killRiderOnDeath 1 lookYaw 45 lookPitch 45 length 80 //Try adjusting these 3 lines width 80 //Try adjusting these 3 lines height 272 //Try adjusting these 3 lines centerOfGravity "-0.222 0 0" speedMax 290 speedMin -80 acceleration 7 decelIdle 20 strafePerc 0.0 bankingSpeed 0.0 rollLimit 2 pitchLimit 0 braking 10 mouseYaw 0.003 mousePitch 0.01 turningSpeed 5 turnWhenStopped 0 traction 100 friction 100 maxSlope 0.7 mass 400 armor 1500 toughness 75.0 model atst skin default radarIcon "gfx/menus/radar/atst" explosionRadius 400 explosionDamage 1000 explodeFX "ships/ship_explosion2" explosionDelay 2450 soundOn "sound/chars/atst/atst_hatch_close.mp3" soundOff "sound/chars/atst/atst_hatch_open.mp3" weap1 atst_laser weap1Delay 250 weap1AmmoMax 50 weap1AmmoRechargeMS 500 weapMuzzle1 atst_laser weapMuzzle2 atst_laser //weapMuzzle3 ??? weap2 atst_rocket weap2Delay 1000 weap2Aim 1 weap2AmmoMax 20 weapMuzzle4 atst_rocket cameraOverride 1 cameraRange 300 cameraVertOffset 150 //cameraPitchOffset 0 cameraFOV 100 //This just doesn't work on levels with fog, so... leave it off //cameraAlpha 0.25 cameraPitchDependantVertOffset 0 } ATST_vehicle_mossy { name ATST_vehicle type VH_WALKER numHands 2 hideRider 1 killRiderOnDeath 1 lookYaw 45 lookPitch 45 length 80 width 80 height 272 centerOfGravity "-0.222 0 0" speedMax 290 speedMin -80 acceleration 7 decelIdle 20 strafePerc 0.0 bankingSpeed 0.0 rollLimit 2 pitchLimit 0 braking 10 mouseYaw 0.003 mousePitch 0.01 turningSpeed 5 turnWhenStopped 0 traction 100 friction 100 maxSlope 0.7 mass 400 armor 1500 toughness 75.0 model atst skin mossy radarIcon "gfx/menus/radar/atst" explosionRadius 400 explosionDamage 1000 explodeFX "ships/ship_explosion2" explosionDelay 2450 soundOn "sound/chars/atst/atst_hatch_close.mp3" soundOff "sound/chars/atst/atst_hatch_open.mp3" weap1 atst_laser weap1Delay 250 weap1AmmoMax 50 weap1AmmoRechargeMS 500 weapMuzzle1 atst_laser weapMuzzle2 atst_laser //weapMuzzle3 ??? weap2 atst_rocket weap2Delay 1000 weap2Aim 1 weap2AmmoMax 20 weapMuzzle4 atst_rocket cameraOverride 1 cameraRange 300 cameraVertOffset 150 //cameraPitchOffset 0 cameraFOV 100 //This just doesn't work on levels with fog, so... leave it off //cameraAlpha 0.25 cameraPitchDependantVertOffset 0 } ATST_vehicle_clean { name ATST_vehicle type VH_WALKER numHands 2 hideRider 1 killRiderOnDeath 1 lookYaw 45 lookPitch 45 length 80 width 80 height 272 centerOfGravity "-0.222 0 0" speedMax 290 speedMin -80 acceleration 7 decelIdle 20 strafePerc 0.0 bankingSpeed 0.0 rollLimit 2 pitchLimit 0 braking 10 mouseYaw 0.003 mousePitch 0.01 turningSpeed 5 turnWhenStopped 0 traction 100 friction 100 maxSlope 0.7 mass 400 armor 1500 toughness 75.0 model atst skin clean radarIcon "gfx/menus/radar/atst" explosionRadius 400 explosionDamage 1000 explodeFX "ships/ship_explosion2" explosionDelay 2450 soundOn "sound/chars/atst/atst_hatch_close.mp3" soundOff "sound/chars/atst/atst_hatch_open.mp3" weap1 atst_laser weap1Delay 250 weap1AmmoMax 50 weap1AmmoRechargeMS 500 weapMuzzle1 atst_laser weapMuzzle2 atst_laser //weapMuzzle3 ??? weap2 atst_rocket weap2Delay 1000 weap2Aim 1 weap2AmmoMax 20 weapMuzzle4 atst_rocket cameraOverride 1 cameraRange 300 cameraVertOffset 150 //cameraPitchOffset 0 cameraFOV 100 //This just doesn't work on levels with fog, so... leave it off //cameraAlpha 0.25 cameraPitchDependantVertOffset 0 } ATST_vehicle_rusty { name ATST_vehicle type VH_WALKER numHands 2 hideRider 1 killRiderOnDeath 1 lookYaw 45 lookPitch 45 length 80 width 80 height 272 centerOfGravity "-0.222 0 0" speedMax 290 speedMin -80 acceleration 7 decelIdle 20 strafePerc 0.0 bankingSpeed 0.0 rollLimit 2 pitchLimit 0 braking 10 mouseYaw 0.003 mousePitch 0.01 turningSpeed 5 turnWhenStopped 0 traction 100 friction 100 maxSlope 0.7 mass 400 armor 1500 toughness 75.0 model atst skin rusty radarIcon "gfx/menus/radar/atst" explosionRadius 400 explosionDamage 1000 explodeFX "ships/ship_explosion2" explosionDelay 2450 soundOn "sound/chars/atst/atst_hatch_close.mp3" soundOff "sound/chars/atst/atst_hatch_open.mp3" weap1 atst_laser weap1Delay 250 weap1AmmoMax 50 weap1AmmoRechargeMS 500 weapMuzzle1 atst_laser weapMuzzle2 atst_laser //weapMuzzle3 ??? weap2 atst_rocket weap2Delay 1000 weap2Aim 1 weap2AmmoMax 20 weapMuzzle4 atst_rocket cameraOverride 1 cameraRange 300 cameraVertOffset 150 //cameraPitchOffset 0 cameraFOV 100 //This just doesn't work on levels with fog, so... leave it off //cameraAlpha 0.25 cameraPitchDependantVertOffset 0 } ATST_vehicle_snow { name ATST_vehicle type VH_WALKER numHands 2 hideRider 1 killRiderOnDeath 1 lookYaw 45 lookPitch 45 length 80 width 80 height 272 centerOfGravity "-0.222 0 0" speedMax 290 speedMin -80 acceleration 7 decelIdle 20 strafePerc 0.0 bankingSpeed 0.0 rollLimit 2 pitchLimit 0 braking 10 mouseYaw 0.003 mousePitch 0.01 turningSpeed 5 turnWhenStopped 0 traction 100 friction 100 maxSlope 0.7 mass 400 armor 1500 toughness 75.0 model atst skin snow radarIcon "gfx/menus/radar/atst" explosionRadius 400 explosionDamage 1000 explodeFX "ships/ship_explosion2" explosionDelay 2450 soundOn "sound/chars/atst/atst_hatch_close.mp3" soundOff "sound/chars/atst/atst_hatch_open.mp3" weap1 atst_laser weap1Delay 250 weap1AmmoMax 50 weap1AmmoRechargeMS 500 weapMuzzle1 atst_laser weapMuzzle2 atst_laser //weapMuzzle3 ??? weap2 atst_rocket weap2Delay 1000 weap2Aim 1 weap2AmmoMax 20 weapMuzzle4 atst_rocket cameraOverride 1 cameraRange 300 cameraVertOffset 150 //cameraPitchOffset 0 cameraFOV 100 //This just doesn't work on levels with fog, so... leave it off //cameraAlpha 0.25 cameraPitchDependantVertOffset 0 } ATST_vehicle_random { name ATST_vehicle type VH_WALKER numHands 2 hideRider 1 killRiderOnDeath 1 lookYaw 45 lookPitch 45 length 80 width 80 height 272 centerOfGravity "-0.222 0 0" speedMax 290 speedMin -80 acceleration 7 decelIdle 20 strafePerc 0.0 bankingSpeed 0.0 rollLimit 2 pitchLimit 0 braking 10 mouseYaw 0.003 mousePitch 0.01 turningSpeed 5 turnWhenStopped 0 traction 100 friction 100 maxSlope 0.7 mass 400 armor 1500 toughness 75.0 model atst skin default|clean|mossy|rusty|snow radarIcon "gfx/menus/radar/atst" explosionRadius 400 explosionDamage 1000 explodeFX "ships/ship_explosion2" explosionDelay 2450 soundOn "sound/chars/atst/atst_hatch_close.mp3" soundOff "sound/chars/atst/atst_hatch_open.mp3" weap1 atst_laser weap1Delay 250 weap1AmmoMax 50 weap1AmmoRechargeMS 500 weapMuzzle1 atst_laser weapMuzzle2 atst_laser //weapMuzzle3 ??? weap2 atst_rocket weap2Delay 1000 weap2Aim 1 weap2AmmoMax 20 weapMuzzle4 atst_rocket cameraOverride 1 cameraRange 300 cameraVertOffset 150 //cameraPitchOffset 0 cameraFOV 100 //This just doesn't work on levels with fog, so... leave it off //cameraAlpha 0.25 cameraPitchDependantVertOffset 0 } Smoo likes this Link to comment
bert Posted October 22, 2016 Author Share Posted October 22, 2016 The VEH and NPC files must match, the problem probably is that one of the files controls the bounding box and it's the size the model originally was so it appears to be floating when it's actually sitting on its bounding box. Pretty sure it's in the VEH file, like so... Matched .veh and .npc. Messed with length, width and height. Poor little eopie still floating around. Changing length, width and height in both files affects only the bounding box. For example: when I changed height to 0 i was able to enter the vehicle without jumping on it. It didn't affect the size or the position of the vehicle at all. Same thing with centerOfGravity, it offsets the position of the bounding box, but not the vehicle. I'm out of options. ;-; Smoo likes this Link to comment
Smoo Posted October 22, 2016 Share Posted October 22, 2016 Matched .veh and .npc. Messed with length, width and height. Poor little eopie still floating around. Changing length, width and height in both files affects only the bounding box. For example: when I changed height to 0 i was able to enter the vehicle without jumping on it. It didn't affect the size or the position of the vehicle at all. Same thing with centerOfGravity, it offsets the position of the bounding box, but not the vehicle. I'm out of options. ;-;Id just keep length, width etc default and just change scale I think Link to comment
bert Posted October 22, 2016 Author Share Posted October 22, 2016 Id just keep length, width etc default and just change scale I think Yup, scale is the only thing that does any real change. Changing it was the first thing i've done. It caused the "levitation" mentioned in my first post. Smoo likes this Link to comment
Smoo Posted October 22, 2016 Share Posted October 22, 2016 Yup, scale is the only thing that does any real change. Changing it was the first thing i've done. It caused the "levitation" mentioned in my first post.ah ok Link to comment
minilogoguy18 Posted October 22, 2016 Share Posted October 22, 2016 If you had the original dotXSI file we could just run it through carcass and edit the size there which would automatically generate a new GLM and GLA at the size you want. The models original root.xsi file isn't in the PK3 is it? Some authors would include it back in the day. Link to comment
AshuraDX Posted October 22, 2016 Share Posted October 22, 2016 Can you send the model to me? I'd like to try something or maybe find out whats keeping it from working Link to comment
bert Posted October 23, 2016 Author Share Posted October 23, 2016 The models original root.xsi file isn't in the PK3 is it? Some authors would include it back in the day. No such file, unfortunately. Can you send the model to me? I'd like to try something or maybe find out whats keeping it from working Sure, here. Link to comment
AshuraDX Posted October 23, 2016 Share Posted October 23, 2016 @@bert just a swift look at the model in modview revealed to me why it levitates once you scale it down: The model_root object is not level with the eopies feet. This is the center for any sort of manipulation done to the model, it rotates aorund this point and it scales around this point!I'm afraid this won't be an easy fix, unless someone here could import the model with it's GLA and change the position of model_root in all frames of the GLA. here's the same object highlighted on the Tauntaun: Bart, Smoo and bert like this Link to comment
bert Posted October 23, 2016 Author Share Posted October 23, 2016 I'm afraid this won't be an easy fix, unless someone here could import the model with it's GLA and change the position of model_root in all frames of the GLA. Ouch. So... I should start figuring out some explanation for role-playing purposes. Maybe this little eopie is packed with midi-chlorians, and it finds levitation easier than walking. ;-; Link to comment
minilogoguy18 Posted October 24, 2016 Share Posted October 24, 2016 Yeah, that's a very big no no that the original author did, it's OK in some instances to do this but anything that walks along the ground should always have the model_root at 0,0,0 in global space. Link to comment
Archangel35757 Posted October 24, 2016 Share Posted October 24, 2016 Are the original .XSI files available? Can you contact the original author and get them? Or better yet the original 3ds Max (Or Softimage) files? Link to comment
bert Posted October 24, 2016 Author Share Posted October 24, 2016 Are the original .XSI files available? Can you contact the original author and get them? Or better yet the original 3ds Max (Or Softimage) files? It's not available. This model was a part of original Open Jedi Project mod and it was made by Chairwalker years ago. No contact info, unfortunately. Link to comment
Ramikad Posted October 24, 2016 Share Posted October 24, 2016 The model_root object is not level with the eopies feet. This is the center for any sort of manipulation done to the model, it rotates aorund this point and it scales around this point!I'm afraid this won't be an easy fix, unless someone here could import the model with it's GLA and change the position of model_root in all frames of the GLA. Ouch. So... I should start figuring out some explanation for role-playing purposes. Maybe this little eopie is packed with midi-chlorians, and it finds levitation easier than walking. ;-; It would literally take a few minutes to achieve in Blender. Link to comment
AshuraDX Posted October 24, 2016 Share Posted October 24, 2016 @@Ramikad Blender imports all animations aswell?Just moving the model_root node in the .glm won't do the trick Link to comment
Ramikad Posted October 24, 2016 Share Posted October 24, 2016 @@Ramikad Blender imports all animations aswell?Just moving the model_root node in the .glm won't do the trick It does, provided the .gla is there. Link to comment
Bart Posted October 24, 2016 Share Posted October 24, 2016 .gla is inside the pk3, yep. Link to comment
Archangel35757 Posted October 24, 2016 Share Posted October 24, 2016 @@AshuraDX... what if you bolted this creature to an empty dummy model that would create the necessary offset? Link to comment
Solution bert Posted October 24, 2016 Author Solution Share Posted October 24, 2016 Got it! I changed the position of everything connected to stupidtriangle_off and skeleton_root in relation to model_root. Thanks for everything, I wouldn't even think about doing it this way if it weren't for you guys. What a happy family! Ramikad, Archangel35757 and Smoo like this Link to comment
AshuraDX Posted October 25, 2016 Share Posted October 25, 2016 Oh, great!Didn't know blender could do that @@Archangel35757 that would have been a little complicated, don't you think? Link to comment
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