Description

This is the stormtrooper model from SW Battlefront 2(2005) fully rigged and animated, and ready to be used in Empire at war. No XML included.

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Battlefront 2 Stormtrooper
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Jetlovesmods
Jetlovesmods - - 34 comments

Question, how would I go about mapping saying the colors onto the trooper or the different terrains? Also how do I make sure the XML uses the animations?

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Warper243 Author
Warper243 - - 237 comments

Correct me if i'm wrong, but I assume you are referring to different models/skins based off planet type right?

That is controlled via the <Land_Terrain_Model_Mapping></Land_Terrain_Model_Mapping> settings (where you get to choose which terrain uses what model) in the units XML code (look at either the rebel trooper or stormtroopers code in the GROUNDINFANTRY.XML file to see an example).

> Also how do I make sure the XML uses the animations?

If you mean by using this model with the vanilla EAW stormtrooper code, you will have to comment out the <Land_Model_Anim_Override_Name> part of the stormtroopers code (you put <!-- in front the of where you went the code to be ignored, and --> signifies the end of the comment out). The reason for this is that in the vanilla game, the stormtrooper/snowtrooper/sandtrooper share the same skeleton/animations, and the code tells the game to use the EI_Trooper animation set. Also make sure each variant of the new trooper models have their own animation sets as the shared animations dont always work.

Another thing if you want this specific trooper model to use different skins, you would first have to import the model in 3dsmax, change the texture file to your new one, then export with a different name.

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Penumbral
Penumbral - - 228 comments

So all you need to to implement this in game is replace the vanilla model for the stormtrooper with the one provided in his addon?

So replace EI_TROOPER.alo ?

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Warper243 Author
Warper243 - - 237 comments

yeah, and then go to GROUNDINFANTRY.XML to make sure the correct model name is there

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