Problem porting the HD_XA42 motorcycle from XPack2

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Diamondback
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Joined: Mon Oct 01, 2012 3:13 pm
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Problem porting the HD_XA42 motorcycle from XPack2

Post by Diamondback »

Hi guys, this is a little issue I have with the Harley Davidson motorcycle from XPack2 (Secret Weapons).

I have imported the HD_XA42 model to my map trouble free. My map is a BF1942 custom map which uses a few models from XPack2. All the objects run map side with the run objects/objects command in the init.con file of my map.

What I have ported from XPack2 to my custom map, pertaining to the HD_XA42's files:
- All StandardMesh files (including the wreck model)
- All CON files (Geometries, Sounds folder, AI folder, Objects, Physics, Network, Weapons)
- All sound files (11kHz, 22kHz, 44kHz)
- All menu files
- The minimap icon
- All texture filles


The issue I am having is that soldiers from both teams (I am using vanilla factions here, so USSoldier and GermanSoldier) do not grab the motorcycle's forks. I will illustrate the problem found in my map below and compare it with the HD_XA42 model from Secret Weapons, which is how I want it to look. The first set of pictures (Driver's seat and Gunner's seat) are the incorrect soldier placements on the motorcycle, the second set of pictures is the correct placements from SW.

Exhibit A - Incorrect Driver's Seat Soldier Placement
Image

Exhibit B - Incorrect Gunner's Seat Soldier Placement
Image

Exhibit C - Correct Driver's Seat Soldier Placement
Image

Exhibit D - Correct Gunner's Seat Soldier Placement
Image

I have tried many things to correct this, and none worked so far. Initially I thought I was missing a couple of animations from XPack2, but adding them to my map didn't change anything and even gave me CTDs. I think everything rests in the Objects.con file for the HD_XA42. This is the relevant code:

Code: Select all

rem *** Motorcycle forks ***
ObjectTemplate.create RotationalBundle HDXA42_forks_M1
ObjectTemplate.setNetworkableInfo XA42SteeringInfo
rem -------------------------------------
ObjectTemplate.addTemplate lodXA42Steering
ObjectTemplate.setPosition 0/0.7/0.5

ObjectTemplate.addTemplate HDXA42_throttleControl
ObjectTemplate.setPosition 0.4/0.24/0.38
ObjectTemplate.addTemplate HDXA42_attachLeftHand
ObjectTemplate.setPosition -0.389/0.205/0.39
rem -------------------------------------
ObjectTemplate.setHasCollisionPhysics 0
ObjectTemplate.setMinRotation 0/0/-30
ObjectTemplate.setMaxRotation 0/0/30
ObjectTemplate.setMaxSpeed 0/0/200
ObjectTemplate.setAcceleration 0/0/200
ObjectTemplate.setInputToRoll c_PIYaw
ObjectTemplate.setAutomaticReset 1
rem -------------------------------------

ObjectTemplate.create RotationalBundle HDXA42_throttleControl
rem -------------------------------------
ObjectTemplate.addTemplate HDXA42_attachRightHand
rem -------------------------------------
ObjectTemplate.setMinRotation -10/0/0
ObjectTemplate.setMaxRotation 30/0/0
ObjectTemplate.setMaxSpeed 200/0/0
ObjectTemplate.setAcceleration 200/0/0
ObjectTemplate.setInputToYaw c_PIThrottle
ObjectTemplate.setAutomaticReset 1

ObjectTemplate.create AnimatedBundle HDXA42_attachRightHand
ObjectTemplate.addSkeletonIK Bip01_R_Hand 0/0/0 96.633/-37.887/-59.629

ObjectTemplate.create AnimatedBundle HDXA42_attachRightFoot
ObjectTemplate.addSkeletonIK Bip01_R_Foot 0/0/0 0/0/0

ObjectTemplate.create AnimatedBundle HDXA42_attachLeftHand
ObjectTemplate.addSkeletonIK Bip01_L_Hand 0/0/0 76.515/40.205/-38.802

ObjectTemplate.create AnimatedBundle HDXA42_attachLeftFoot
ObjectTemplate.addSkeletonIK Bip01_L_Foot 0/0/0 0/0/0

ObjectTemplate.addSkeletonIK Bip01_R_Hand 0.12/0.08/-0.68 -30/80/90
ObjectTemplate.addSkeletonIK Bip01_L_Hand -0.12/0.08/-0.68 30/-100/-90
If anyone can point me in the right direction to correct the problem it would really be appreciated. To me it seems I already have every file I need and the problem really rests in the Objects.con itself. For some reason, the game is not reading the piece of code that tells the soldier to grab the motorcycle's fork and the Browning properly when it is run map side.
See my Strasbourg map project here.
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Swaffy
Posts: 1715
Joined: Sun Aug 29, 2010 9:25 pm
Location: Cibolo, Texas

Re: Problem porting the HD_XA42 motorcycle from XPack2

Post by Swaffy »

Maybe you changed the code to use a different Browning? Or it's re-defined somewhere in SWoWWII code.

Also check these two lines:
ObjectTemplate.addSkeletonIK Bip01_R_Hand 0.12/0.08/-0.68 -30/80/90
ObjectTemplate.addSkeletonIK Bip01_L_Hand -0.12/0.08/-0.68 30/-100/-90


Taken from Browning_Unlimited
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Diamondback
Posts: 589
Joined: Mon Oct 01, 2012 3:13 pm
Location: Canada
Contact:

Re: Problem porting the HD_XA42 motorcycle from XPack2

Post by Diamondback »

Swaffy wrote:Maybe you changed the code to use a different Browning? Or it's re-defined somewhere in SWoWWII code.

Also check these two lines:
ObjectTemplate.addSkeletonIK Bip01_R_Hand 0.12/0.08/-0.68 -30/80/90
ObjectTemplate.addSkeletonIK Bip01_L_Hand -0.12/0.08/-0.68 30/-100/-90


Taken from Browning_Unlimited
I haven't changed the code in Objects.con. This was taken from original SW. I'll keep looking!
See my Strasbourg map project here.
Crash

Re: Problem porting the HD_XA42 motorcycle from XPack2

Post by Crash »

Was this solveD?
Diamondback
Posts: 589
Joined: Mon Oct 01, 2012 3:13 pm
Location: Canada
Contact:

Re: Problem porting the HD_XA42 motorcycle from XPack2

Post by Diamondback »

Yes, although I since then scrapped the idea of using the model in a custom BF1942 map; I simply made the map as a SW map.
See my Strasbourg map project here.
Crash

Re: Problem porting the HD_XA42 motorcycle from XPack2

Post by Crash »

Okay cool. I only just recently realized the joy of putting RTR vehicles into a vanilla map. The Harley davidson bike I put into a map just last week.
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