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Vehicle resizing


bert
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Posted

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?

Posted

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

Posted

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
Posted

 

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
Posted

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

Posted

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
Posted

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

Posted

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.

Posted

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.

Posted

@@bert just a swift look at the model in modview revealed to me why it levitates once you scale it down:

qG53dtS.png

 

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:

bvpTqzN.png

Smoo, bert and Bart like this
Posted

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. ;-;

Posted

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.

Posted

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.

Posted

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.

  • Solution
Posted

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.

 

YQirwyI.jpg

 

What a happy family!

Archangel35757, Smoo and Ramikad like this

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