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Battlefield Modding Tutorials BFMODS • View topic - Problem with KitPart

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Problem with KitPart
PostPosted: Sun Aug 23, 2009 5:30 am 
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 Post subject: Re: Problem with KitPart
PostPosted: Sun Aug 23, 2009 6:14 pm 
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the kit part needs to be added to the ctf or conquest or whatever.con I think remember?


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 Post subject: Re: Problem with KitPart
PostPosted: Sun Aug 23, 2009 7:22 pm 
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I see that you have created the Kit Part for the cigarette, yet you have no defined its Geometry template. You'll need to create a Geometry Template named "cigarette" before any geometry will show up.

Then you will need to attach it to an appropriate bone of the skeleton. Attaching it to A for the helmets is a bad idea, cause the cigarette might get lost inside his head. You may want to try one of the Lip bones instead of A.


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 Post subject: Re: Problem with KitPart
PostPosted: Mon Aug 24, 2009 1:16 am 
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lol oops forgot to run the geometries.con file. :oops: The smoke shows up now & im trying to find a facial bone to attach to. Im looking at the "UsFace.ske" & "UsSoldier.ske" skeleton files in animations.rfa. It looks like there's bones that are defined in these files. At the bottom of the UsSoldier.ske file i see "HipPack" & "backpack" which do work with "ObjectTemplate.setBoneName", but when i use say "Finger0" or anything else from this file i get a CTD.

Is there any other way to read these files? I can't really tell whats what when opened in notepad.

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 Post subject: Re: Problem with KitPart
PostPosted: Mon Aug 24, 2009 1:38 am 
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I overestimated you :L


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 Post subject: Re: Problem with KitPart
PostPosted: Mon Aug 24, 2009 1:59 am 
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 Post subject: Re: Problem with KitPart
PostPosted: Mon Aug 24, 2009 2:09 am 
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 Post subject: Re: Problem with KitPart
PostPosted: Mon Aug 24, 2009 2:37 am 
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Alright i opened the .ske files in GMAX. I see the bones with a proper layout now but still if i use any bones like "Bone01" or whatever... CTD :cry: I can't see any difference in the properties on the working bones like "backpack" and the non-working bones. Maybe the bones have to be created theough the .cons? I'll have to dig deeper into the code i guess!

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