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Yoda

Posted: Tue Aug 04, 2009 3:49 pm
by Frog
ok i no about scaleing and stuff, and i have a question, why hasnt anyone just scaled the clone trooper down to yoda size which is "SkeletonRootScale = "0.342974" if u can scale the animation and msh down to that wont u end up having a very small SWBF2 yoda??

Re: Yoda

Posted: Tue Aug 04, 2009 8:55 pm
by MileHighGuy
i think ill try that :P

Re: Yoda

Posted: Wed Aug 05, 2009 9:46 pm
by Frog
yes thanks cu zi wanna see if my idea works cuz i havent really got scaleing down yet, its hard idk wat soldier file to scale theres so many

Re: Yoda

Posted: Wed Aug 12, 2009 3:02 pm
by giftheck
Somebody ported the Yoda skeleton once (possibly Napseeker), but it had problems, such as the Yoda unit "gliding" instead of walking/running.

Re: Yoda

Posted: Wed Aug 12, 2009 4:29 pm
by Ka-Ching
it was nexus,he's trying to figuire out what nexus did (i should know he's my friend)

Re: Yoda

Posted: Sun Aug 16, 2009 2:36 pm
by DarthD.U.C.K.
as far as i know you cant use custom skeletons/anims in battlefront 1
and therefore you cant scale units down because they need to be scaled via scaling the anims, the odf entry is additional

Re: Yoda

Posted: Sun Aug 16, 2009 6:12 pm
by giftheck
Battlebelk explained it can be done. And I've seen it done in BF1 because there was a double-pistol animation done. Also, I've seen Yoda done, although it was incomplete.

Re: Yoda

Posted: Mon Aug 17, 2009 10:01 am
by BattleBelk
Gamorreans on Jabba uses custom skeleton animation

Re: Yoda

Posted: Mon Aug 17, 2009 11:57 am
by DarthD.U.C.K.
hmm looking into the swbf1-assets i dont see any differences in the animation/skeleton system
somewhere i heard is was different
anyway there should be no problem of porting the skeleton or scaling it down via animations

Re: Yoda

Posted: Mon Aug 17, 2009 4:33 pm
by giftheck
Specifically with Yoda, I think the problem is that Yoda, as a Jedi unit, uses a 'Combo' animation system.

Re: Yoda

Posted: Tue Aug 18, 2009 5:10 pm
by MileHighGuy
BattleBelk wrote:why you cant munge animations?

BFBuilder\Assets\Shipped Common Animations\

copy a folder to your mod project

BFBuilder\Data<ModId>\Common\Animations\

and then go to animation folder for example

BFBuilder\Data<ModId>\Common\Animations\all_fly_snowspeeder\

and run munge.bat

but before run you can look at this file, for example:

Code: Select all

@call ..\munge_animation.bat "/keepframe0 /specialquathack" ..\..\..\sides\all
that means munged .zaabin and .zafbin will appear in

BFBuilder\Data<ModId>\Sides\ALL\munged\

of course if you have this side folder
this way you can munge animations but for some reason i cannot scale them with the bf2 scale command
(/scale #.# /)
and i have tried with the scale command used in swbf2 yoda's munge.bat (root scale something) an both were unsuccessful

and when i used edited version of munge.bat from the common human animations with only yodas bf2 basepose in the yoda1 folder

Code: Select all

@call ..\munge_animation.bat "/keepframe0 /scale 0.4 / dest yoda1.zaf /comp_debug 0 /debug" ..\..\..\sides\yda
they do not munge (but they do produce a zat file)