I'm trying to scale up an AT-AT for my map only but I don't know if I have to move files around and configure them...
Trying to scale up AT-AT..help please(I saw the FAQ already)
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- edge123455
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Trying to scale up AT-AT..help please(I saw the FAQ already)
I've been searching for almost two days on how to scale a vehicle from odf or msh...but I haven't found a post....i already saw the FAQ but i really don't understand the one post on scaling from msh....
I'm trying to scale up an AT-AT for my map only but I don't know if I have to move files around and configure them...
so i ask if some one can take the time to explain to me how this is done..and the directories that i should go...thanks
I'm trying to scale up an AT-AT for my map only but I don't know if I have to move files around and configure them...
- DarthD.U.C.K.
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Re: Trying to scale up AT-AT..help please(I saw the FAQ alre
im not sure to which tutorial you are refering, but you have to follow this: Scaling up animations? (FAQ) since its a walker and not an unit, the skeletonrootscale line wont work.
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Re: Trying to scale up AT-AT..help please(I saw the FAQ alre
Yeah, that's one of the tutorials I'm talking about.....But scaling up animations alone will scale up the vehicle or unit???
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THEWULFMAN
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Re: Trying to scale up AT-AT..help please(I saw the FAQ alre
False, It works for the droideka, which is a walker odf for the most part. I never got around to try making my scaled up ATAT though, I wish I had, I should do it now and release it.DarthD.U.C.K. wrote:since its a walker and not an unit, the skeletonrootscale line wont work.
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Re: Trying to scale up AT-AT..help please(I saw the FAQ alre
according to the odfparameters walkers support skeletonrootscale so you should be able to scale them up properly.
and no, scaling the anims alone wont scale the walker, you have to modify the msh.option and the odf, how that is done is explained in FragMe!'s next post in the tutorailtopic.
and no, scaling the anims alone wont scale the walker, you have to modify the msh.option and the odf, how that is done is explained in FragMe!'s next post in the tutorailtopic.
- edge123455
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Re: Trying to scale up AT-AT..help please(I saw the FAQ alre
Where's FragMe! and where's the tutorailtopic?? 
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CalvaryCptMike
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Re: Trying to scale up AT-AT..help please(I saw the FAQ alre
http://www.gametoast.com/forums/viewtop ... 27&t=11546
5th post, it's in the FAQ btw, under sides not mshs
5th post, it's in the FAQ btw, under sides not mshs
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Re: Trying to scale up AT-AT..help please(I saw the FAQ alre
Looks at the first response you had.edge123455 wrote:Where's FragMe! and where's the tutorial topic??
DarthD.U.C.K. wrote:I'm not sure to which tutorial you are referring, but you have to follow this: Scaling up animations? (FAQ)
- edge123455
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Re: Trying to scale up AT-AT..help please(I saw the FAQ alre
Yeah guys I understand the tutorials for scaling up the animations but what I want to know is how to scale up the AT-AT itself via odf or msh files.... I tried increasing the scale from the AT-AT's odf and msh files but it didn't work...but the other thing is that I want these effects to take place in my map only not globaly....so do i gotta make like a custom side for the AT-AT also?
In addition the thread for scaling msh in the FAQ is only for props....and isn't really clear...and the rest of the threads in the FAQ is for scaling animations..
In addition the thread for scaling msh in the FAQ is only for props....and isn't really clear...and the rest of the threads in the FAQ is for scaling animations..
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Re: Trying to scale up AT-AT..help please(I saw the FAQ alre
I am going to have to scale it up myself and release it aren't I?
A model is a model, it doesn't matter whether it is used as a Prop, a Unit, a ship, or a vehicle, the process to scale it is the same.
A model is a model, it doesn't matter whether it is used as a Prop, a Unit, a ship, or a vehicle, the process to scale it is the same.
- DarthD.U.C.K.
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Re: Trying to scale up AT-AT..help please(I saw the FAQ alre
you need to read the whole tutorialtopic and this one carefully, then you will see that in both topics we are indeed talking about scaling up a whole unit/vehiclee which includes scaling the anims, msh and odf.edge123455 wrote:Yeah guys I understand the tutorials for scaling up the animations but what I want to know is how to scale up the AT-AT itself via odf or msh files....
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FragMe!
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Re: Trying to scale up AT-AT..help please(I saw the FAQ alre
Here are the 3 things you need to do.
1) Copy the IMP side folder to your maps side directory.
Then in the msh folder of the side make sure all ATAT related msh files have an option file with scale 2.0 as part of it's contents, this includes the chunk files if there are any.
2) In your map folder create an animations folder with a vehicle sub-folder. Copy over the ATAT files from the shipped animation directory (get both sets but leave them in thier proper folders)
Change the munge.bat in the animation directory to include the /scale 2.0 at the place indicated in the aforemention tuts. Do this in both animation folders.
3) Munge the map and side (with the proper dc: call in the lua) you should now have a bigger ATAT.
To sum up, for vehicles you just need to have scale lines in the msh.option files and animation munge.bat files to create a scaled up animaiton set.
I know this works as that is how I scaled the ATPT.
One thing you may want to do is create a side with a different name (something other than IMP) with just the ATAT files in it that way you don't have to have the whole side munged.
This post is done from memory please forgive if there is some minor differences from reality.
1) Copy the IMP side folder to your maps side directory.
Then in the msh folder of the side make sure all ATAT related msh files have an option file with scale 2.0 as part of it's contents, this includes the chunk files if there are any.
2) In your map folder create an animations folder with a vehicle sub-folder. Copy over the ATAT files from the shipped animation directory (get both sets but leave them in thier proper folders)
Change the munge.bat in the animation directory to include the /scale 2.0 at the place indicated in the aforemention tuts. Do this in both animation folders.
3) Munge the map and side (with the proper dc: call in the lua) you should now have a bigger ATAT.
To sum up, for vehicles you just need to have scale lines in the msh.option files and animation munge.bat files to create a scaled up animaiton set.
I know this works as that is how I scaled the ATPT.
One thing you may want to do is create a side with a different name (something other than IMP) with just the ATAT files in it that way you don't have to have the whole side munged.
This post is done from memory please forgive if there is some minor differences from reality.
- edge123455
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Re: Trying to scale up AT-AT..help please(I saw the FAQ alre
My good sir FragMe!,
I only moved all the files and necessary files to my sides and my AT-AT shows up in the map after I called it imp_walk_atat_big, and changed the REQ and ODF to recognize the name.
But the problem is that when I scale the atat by msh with the option extension nothing happens. I'm sure the simple scaling code is right and I did it for all the chunk files too..... all this was done in the msh folder I imported from at-at's assets to my world's sides directory.
Also I imputed all the parameters in the batch files for the animation and transferred the files accordingly to what the scaling animations post said. But the thing is that the new files aren't showing up in the build/ sides/ imp folder..
----Also when playing in the map and when I try to get in the AT-AT the game unexpectedly closes to my desktop
is there something wrong I'm doing??
I only moved all the files and necessary files to my sides and my AT-AT shows up in the map after I called it imp_walk_atat_big, and changed the REQ and ODF to recognize the name.
But the problem is that when I scale the atat by msh with the option extension nothing happens. I'm sure the simple scaling code is right and I did it for all the chunk files too..... all this was done in the msh folder I imported from at-at's assets to my world's sides directory.
Also I imputed all the parameters in the batch files for the animation and transferred the files accordingly to what the scaling animations post said. But the thing is that the new files aren't showing up in the build/ sides/ imp folder..
----Also when playing in the map and when I try to get in the AT-AT the game unexpectedly closes to my desktop
is there something wrong I'm doing??
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THEWULFMAN
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Re: Trying to scale up AT-AT..help please(I saw the FAQ alre
The issue I am having, is for some reason it isn't scaling, The animations are there munged fine, the odf parameters are there, but the AT AT is just floating in the air unscaled. 
- edge123455
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Re: Trying to scale up AT-AT..help please(I saw the FAQ alre
So is scaling AT-At's is impossible i suppose? 
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Re: Trying to scale up AT-AT..help please(I saw the FAQ alre
As the saying goes, go big or go home. This is a 2 time ATAT doing exactly what I mentioned above.

Contents of animation munge.bat
In the imp_walk_atat directory
@call ..\munge_animation.bat "/keepframe0 /scale 2.0 /dest imp_walk_atat.zaf" Sides\IMS
and in the imp_walk_atat1 directory
@call ..\munge_animation.bat "/keepframe0 /scale 2.0 /dest imp_walk_atat1.zaf" Sides\IMS
Contents of imp_walk_atat.msh.option
-scale 2.0
(didn't do the chunk msh.option files for this demo)
IMS is the side I created with the ATAT files.
you of course would have to adjust all the camera settings in the odf because if you don't you are looking through the middle of the ATAT.
The collisions are there although they may not be perfect such is always the case when you scale up that much.
@wulfman you probably forgot to do both sets of animation files imp_walk_atat and imp_walk_atat1

Contents of animation munge.bat
In the imp_walk_atat directory
@call ..\munge_animation.bat "/keepframe0 /scale 2.0 /dest imp_walk_atat.zaf" Sides\IMS
and in the imp_walk_atat1 directory
@call ..\munge_animation.bat "/keepframe0 /scale 2.0 /dest imp_walk_atat1.zaf" Sides\IMS
Contents of imp_walk_atat.msh.option
-scale 2.0
(didn't do the chunk msh.option files for this demo)
IMS is the side I created with the ATAT files.
you of course would have to adjust all the camera settings in the odf because if you don't you are looking through the middle of the ATAT.
The collisions are there although they may not be perfect such is always the case when you scale up that much.
@wulfman you probably forgot to do both sets of animation files imp_walk_atat and imp_walk_atat1
- edge123455
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Re: Trying to scale up AT-AT..help please(I saw the FAQ alre
OK, I did everything correct but I'm just having problems with the animation.
I know I put everything in the correct place because i made a folder in my world animations folder called it "vehicles" and then I extracted the two imp_walk_atat folders. I also extracted the 3 batch files in the animations folder. I changed everything accordingly for the two ATAT batch files and the munge batch file in the animations folder.
But every time I run the batch files in the animation folder nothing happens. I went into my build/ sides .....and I find all the files for the my modified ATAT were built :req, lvl, texture but the .anim, .zabin, .zaabin files don't show up.
It seemed kinda stranged so in the batch files from the ATAT animation folders I edited them and put in the "pause" command to see what's going on..and when I ran the .bat files they say this: '..\munge_animation.bat' is not recognized as an external command, operable program batch or file
I don't know why this is if the batch file should run perfectly..And yes I copied the batch files over and over from the assets and checked that the commands were right...anyways I'm running on Windows 7 and I don't know if this might be the problem..
As a side note, this is the directory were I put the two AT-AT animation folders:
C:\BF2_ModTools\data_TTM\Animations\vehicle
and this is where I put the 3 batch files:
C:\BF2_ModTools\data_TTM\Animations
I know I put everything in the correct place because i made a folder in my world animations folder called it "vehicles" and then I extracted the two imp_walk_atat folders. I also extracted the 3 batch files in the animations folder. I changed everything accordingly for the two ATAT batch files and the munge batch file in the animations folder.
But every time I run the batch files in the animation folder nothing happens. I went into my build/ sides .....and I find all the files for the my modified ATAT were built :req, lvl, texture but the .anim, .zabin, .zaabin files don't show up.
It seemed kinda stranged so in the batch files from the ATAT animation folders I edited them and put in the "pause" command to see what's going on..and when I ran the .bat files they say this: '..\munge_animation.bat' is not recognized as an external command, operable program batch or file
I don't know why this is if the batch file should run perfectly..And yes I copied the batch files over and over from the assets and checked that the commands were right...anyways I'm running on Windows 7 and I don't know if this might be the problem..
As a side note, this is the directory were I put the two AT-AT animation folders:
C:\BF2_ModTools\data_TTM\Animations\vehicle
and this is where I put the 3 batch files:
C:\BF2_ModTools\data_TTM\Animations
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Re: Trying to scale up AT-AT..help please(I saw the FAQ alre
you should run both munge.bats in the vehicle\imp_walk_atat and imp_wal_atat1 folders
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Re: Trying to scale up AT-AT..help please(I saw the FAQ alre
As DarthD.U.C.K. mentioned make sure you follow directory structure as seen in the shipped assets folders it just makes everything easier.
The respective munge.bat files must be in the actual directories of the animations.
Also if your anim zabin zaabin files don't show up check the zenasset file for errors.
If you still experience crashes as you mentioned make sure you have all the files for the ATAT.
Easiest way is to do a seach in each of the directories (odf, msh) in the shipped sides for anything ATAT and copy them to your newly generated side folders. You will get a few extra bits but it is easy enough to delete the bits you don't need.
You should also copy over the contents of the Effects folder to an effects folder for your side.
The respective munge.bat files must be in the actual directories of the animations.
It shouldn't make a difference but copy the .bat files from the root of the animation folder from the assets to your animation root folder.In the imp_walk_atat directory
@call ..\munge_animation.bat "/keepframe0 /scale 2.0 /dest imp_walk_atat.zaf" Sides\IMS
and in the imp_walk_atat1 directory
@call ..\munge_animation.bat "/keepframe0 /scale 2.0 /dest imp_walk_atat1.zaf" Sides\IMS
Also if your anim zabin zaabin files don't show up check the zenasset file for errors.
If you still experience crashes as you mentioned make sure you have all the files for the ATAT.
Easiest way is to do a seach in each of the directories (odf, msh) in the shipped sides for anything ATAT and copy them to your newly generated side folders. You will get a few extra bits but it is easy enough to delete the bits you don't need.
You should also copy over the contents of the Effects folder to an effects folder for your side.
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Re: Trying to scale up AT-AT..help please(I saw the FAQ alre
@edge123455
I recall there being a problem with batch files on certain operating systems. Do you use Vista or Windows 7 by chance?
I recall there being a problem with batch files on certain operating systems. Do you use Vista or Windows 7 by chance?
