I hope it works
Modifying the Wookiee
Moderator: Moderators
-
Kaos4
- Command Sergeant Major

- Posts: 256
- Joined: Tue Sep 06, 2005 8:19 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
Hebes24
- Sith Master

- Posts: 2594
- Joined: Sat Jun 03, 2006 5:15 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: In An Epic Space Battle!
- Contact:
Looks like you did it right,to find out what else might be wrong, follow these steps:
In the BF2_ModTools folder there is a file called BF2_modtools.exe Put this in the [Battlefront II directory]\GameData. Then open it, this is a version of Battlefront II that creates a log of any errors or warnings it encounters. So play your map, and when you're done, go into [Battlefront II directory]\GameData and you will see a text document called BFront2.log. Post all of the contents of that log after the line "this.CurButton = Launch" (no quotes) Also, do not post any of the messages ending in "invehicle", that has nothing to do with anything, every map gets those.
In the BF2_ModTools folder there is a file called BF2_modtools.exe Put this in the [Battlefront II directory]\GameData. Then open it, this is a version of Battlefront II that creates a log of any errors or warnings it encounters. So play your map, and when you're done, go into [Battlefront II directory]\GameData and you will see a text document called BFront2.log. Post all of the contents of that log after the line "this.CurButton = Launch" (no quotes) Also, do not post any of the messages ending in "invehicle", that has nothing to do with anything, every map gets those.
-
Kaos4
- Command Sergeant Major

- Posts: 256
- Joined: Tue Sep 06, 2005 8:19 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
Hebes24
- Sith Master

- Posts: 2594
- Joined: Sat Jun 03, 2006 5:15 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: In An Epic Space Battle!
- Contact:
Message Severity: 3
.\Source\WeaponMelee.cpp(3191)
WeaponMelee "all_weap_lightsaber_inf_default" invalid combo definition file "all_inf_wookie"
Post the Wookie's odf, I think you have the combo file and/or animation line wrongMessage Severity: 3
.\Source\WeaponMelee.cpp(3196)
WeaponMelee[all_weap_lightsaber_inf_default]::ComboAnimationBank invalid params "human_sabre melee all_inf_wookie"
Did you use a lightsaber for his weapon?
Also, Add this line to your LUA:
SetMemoryPoolSize("SoldierAnimation", 1000)
it will get rid of all those errors about that bank
-
Kaos4
- Command Sergeant Major

- Posts: 256
- Joined: Tue Sep 06, 2005 8:19 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
Hebes24
- Sith Master

- Posts: 2594
- Joined: Sat Jun 03, 2006 5:15 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: In An Epic Space Battle!
- Contact:
I think this might fix it, but I'm not sure:
1. Copy the wampa's animation bank from the address above into data_***\animations\soldieranimationbank. (*** = 3 letter mod ID ) and rename it to name_of_wookie's_odf (substitute for the name of the wookie's odf)
2. Then, go into that file and right click on the Munge.bat file and click "edit" (no quotes, obviously). You should see this:
Change it to this:
(*** = 3 letter SIDE ID )
4. Save, exit, then go to your side folder, and create a filder called munged if you haven't already. Then double click on the munge.bat file. It just munged the animations to your side folder. Now, look in [3 letter side ID folder]\munged. you should see somewhere a name_of_wookie's_odf.anims, and some zafbins and zaabins files of the same name.
5. go into the wookie's odf and then change it to look like a jedi's odf I suggest copying another jedi's odf, renaming it, and changing the values of the mshs, and textures, and anything else that needs to be changed. then on this line:
(it won't really say animation_xxxx, but, you know what i mean.)
6. Substitute the animation name to the name of the file that is in the soldieranimationbank that you just created.
save, munge commmon and your side, and it might work.
1. Copy the wampa's animation bank from the address above into data_***\animations\soldieranimationbank. (*** = 3 letter mod ID ) and rename it to name_of_wookie's_odf (substitute for the name of the wookie's odf)
2. Then, go into that file and right click on the Munge.bat file and click "edit" (no quotes, obviously). You should see this:
Code: Select all
@call ..\munge_animation.bat "/keepframe0 /dest wampa.zaf" Sides\SNWCode: Select all
@call ..\munge_animation.bat "/keepframe0 /dest name_of_wookie's_odf.zaf" Sides\***4. Save, exit, then go to your side folder, and create a filder called munged if you haven't already. Then double click on the munge.bat file. It just munged the animations to your side folder. Now, look in [3 letter side ID folder]\munged. you should see somewhere a name_of_wookie's_odf.anims, and some zafbins and zaabins files of the same name.
5. go into the wookie's odf and then change it to look like a jedi's odf I suggest copying another jedi's odf, renaming it, and changing the values of the mshs, and textures, and anything else that needs to be changed. then on this line:
Code: Select all
AnimationName = "animation_xxxx"6. Substitute the animation name to the name of the file that is in the soldieranimationbank that you just created.
save, munge commmon and your side, and it might work.
-
Kaos4
- Command Sergeant Major

- Posts: 256
- Joined: Tue Sep 06, 2005 8:19 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
I tried that, I am getting lvl 3 errors now:
Message Severity: 3
.\Source\WeaponMelee.cpp(3191)
WeaponMelee "all_weap_lightsaber_inf_default" invalid combo definition file "all_inf_default_wookie"
Message Severity: 3
.\Source\WeaponMelee.cpp(3196)
WeaponMelee[all_weap_lightsaber_inf_default]::ComboAnimationBank invalid params "human_sabre melee all_inf_default_wookie"
Message Severity: 3
.\Source\EntitySoldier.cpp(10536)
EntitySoldier "all_inf_default_wookiee" missing lowres animation bank "wampalz"
all_inf_default_wookie is the name of a base odf, the combo file, and the animations.
Message Severity: 3
.\Source\WeaponMelee.cpp(3191)
WeaponMelee "all_weap_lightsaber_inf_default" invalid combo definition file "all_inf_default_wookie"
Message Severity: 3
.\Source\WeaponMelee.cpp(3196)
WeaponMelee[all_weap_lightsaber_inf_default]::ComboAnimationBank invalid params "human_sabre melee all_inf_default_wookie"
Message Severity: 3
.\Source\EntitySoldier.cpp(10536)
EntitySoldier "all_inf_default_wookiee" missing lowres animation bank "wampalz"
all_inf_default_wookie is the name of a base odf, the combo file, and the animations.
-
Rekubot
- Jedi

- Posts: 1080
- Joined: Wed Apr 05, 2006 12:34 pm
- Projects :: No Mod project currently.
- xbox live or psn: Rekubot
- Location: UK
-
Hebes24
- Sith Master

- Posts: 2594
- Joined: Sat Jun 03, 2006 5:15 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: In An Epic Space Battle!
- Contact:
this line sems to be the problem:
I think that is what the first two messages are referring to. try changing it back to what it was before you changed it, and see what happens.
Code: Select all
ComboAnimationBank = "human_sabre melee all_inf_wookie"-
Kaos4
- Command Sergeant Major

- Posts: 256
- Joined: Tue Sep 06, 2005 8:19 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
GosoxJ
Screen Shots are a rather simple afair. There are several ways to go about obtaining them. If you have the FRAPS program u can use that but if not u can just hit the Print Screen button (located above the right hand number pag area, across from all the F# keys and above Insert) Then Just paste it into MS Paint and upload it.Kaos4 wrote:IT WORKS!!! Thank you all for your help, it looks awesome! If i figure out how to post screenshots I will.
-
Kaos4
- Command Sergeant Major

- Posts: 256
- Joined: Tue Sep 06, 2005 8:19 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
http://aycu13.webshots.com/image/3892/2 ... 857_rs.jpg
http://aycu40.webshots.com/image/199/20 ... 723_rs.jpg
http://aycu04.webshots.com/image/3643/2 ... 566_rs.jpg
http://aycu28.webshots.com/image/1187/2 ... 325_rs.jpg
http://aycu32.webshots.com/image/3631/2 ... 772_rs.jpg
EDIT
These screens should work.
http://aycu40.webshots.com/image/199/20 ... 723_rs.jpg
http://aycu04.webshots.com/image/3643/2 ... 566_rs.jpg
http://aycu28.webshots.com/image/1187/2 ... 325_rs.jpg
http://aycu32.webshots.com/image/3631/2 ... 772_rs.jpg
EDIT
These screens should work.
Last edited by Kaos4 on Fri Aug 25, 2006 11:36 am, edited 3 times in total.
-
Moving_Target
- Master Bounty Hunter

- Posts: 1670
- Joined: Sat Oct 22, 2005 10:16 pm
- Location: Here
-
Hebes24
- Sith Master

- Posts: 2594
- Joined: Sat Jun 03, 2006 5:15 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: In An Epic Space Battle!
- Contact:
-
Kaos4
- Command Sergeant Major

- Posts: 256
- Joined: Tue Sep 06, 2005 8:19 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
To name your unit, open up the editlocalize tool in your dataMAPNAME folder. Look in the "Entity" tree to see your sides, then go to the side you put the wampookie in. Click on it, change the name, save in the localize tool, then munge. Use the same thing to change the names of the attack/weapon, as well.Kaos4 wrote:New question: how do I give my unit a name, so on the select unit menu the I will see the name?
And congrats on getting your wookie working!
-
GosoxJ
-
Kaos4
- Command Sergeant Major

- Posts: 256
- Joined: Tue Sep 06, 2005 8:19 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Try remunging before using the tool, this time with the "localize" checkbox checked. I am by no means the final authority on this topic; if that doesn't work, see if Rends' Localize tool guide (viewtopic.php?f=27&t=971) helps.Kaos4 wrote:Hmm..My side doesn't seem to be showing in the localize tool.
EDIT: \/ What he said. I've never localized an original side, so there you go.
Last edited by Maveritchell on Fri Aug 25, 2006 1:18 pm, edited 1 time in total.
