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bzzzzt

Private
May 2, 2019
15
0
Commando example:

- scale 0,6: idle anim is floating over the ground, movement animation is broken,
- scale 0,7: idle anim isn't floating over the ground but both legs doing flamingo, movement animation is broken
- scale 0,8: idle anim is fine, movement animation is broken

I think only fall/get up anim is ok.

Does anyone know how to fix them? Seems like all other Mechs are scaling fine.
 
Using BTDebug I've found that changing maxStep from 6 to 4 seems to fix issues with Panther and Commando.

Haven't tried to change assetbundle yet.
 

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I'll be interested to see if you can get this worked out.

I would really like to use scale .7, but I use .8 because of all the problems.
 
I have scale set to 0.7.


Changing assestbundle works too. On a side note: no idea what that value does.


The ugly thing is: AFAIK, ModTek doesn't support patching values inside of assetbundles, so you have to edit it directly, and AFAIK, the only tool that can do that is AssetsBundleExtractor.


Anyway, when Mechs are scaled down their movement looks little a bit like sliding, to fix that you must adjust WalkVelocity:

Panther example:
Code:
{
   "WalkVelocity": 12.0, /* Default: 16.0 */
   "WalkAcceleration": 8.0, /* Default: 25.0 */
   "SprintAcceleration": 20.0, /* Default: 40.0 */
}

I additionally changed WalkAcceleration do make the walk look like walk, not run, slowed down SprintAcceleration too.

Some day need to find footprint thing.
 
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Well done. Getting a little scary directly editing the asset bundle though.
 
Just finished the skirmish - all seems to be working fine.

Here's step-by-step:

- open assestbundle with AssetsBundleExtractor,
- window with message "This bundle file is compressed! Do you wish to unpack it?" will pop up,
- click yes,
- save it with whatever name you want*
- click Info,
- new window will pop up (see info.jpg),
- find GrounderIK (see info.jpg),
- click Export Dump,
- edit this Dump with text editor (see dump.jpg),
- click Import Dump,
- click File --> Save,
- close Assets info window,
- File --> Save*.
- done.

* AssetsBundleExtractor will not allow you to overwrite original file, so you have to save it in different directory.
 

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Mechbay scale: there's a set of global values (so all the Mech are scaled) and scale per Mech, I think. This can done by injecting the code, I guess. But that's beyond me.

Cameras can be edited somewhere in assets, I guess.
 

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Well done sir.
Bit of an old thread, but worth bringing to the attentions of anyone who doesn't like the cartoonishly large stock mechs, but also gets alarmed when their panthers, Assassins and Commandos start to levitate. It also seems like it could be used to correct some of the 'Ministry of silly walks' animations that some mechs display.

I'm wondering, Bzzzzt, if you have already corrected these issues, might you be willing to upload your ammended files?
I'm sure many people (who might be hesitant to edit their asset bundles) would greatly appreciate this fix.

Additionally,
...Some day need to find footprint thing.
Gnivler already sorted this issue (little mechs with stupidly big footprints) for his 'Scorched Earth' mod.
You can find his fix here:
[Mod edit: No nexus mods, no github, no unapproved links]
[Poster edit: My apologies for the unapproved link. If you go to the noted mod, on Nexus and check the modder's post on 29 Jan, you can find the key to adjusting the size of the footprints.]
 
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Assasin has this problem too.

Anyway, assetsbundles look little a bit different now, but I've found it. Can I post links to Panther and Commando bundles here? Or is this against forum rules?

On a side note: you'll have to tweak movedef files, because movement looks more like sliding.

ScorchedEarth: "The hosting period for this file has now expired, only premium users can download it."


REQUEST: Can someone add "scale of the Mechs in MechBay" feature to MechResizer?
 

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