You put door.msh, door_open.msh, door_basepose.msh files, before munge in: C:\BF2_ModTools\data_**\Worlds\***\msh
You need to create the msh folder, you also need to put the odf of the door you create in step 9 in:
C:\BF2_ModTools\data_**\Worlds\***\odf
You also need to create that folder.
From the Assets/Animation folder copy all the .bat files and place them in your animation folder. Next click on the prop folder and copy the munge_animation.bat to your prop folder. And one more click on any prop folder and copy the munge.bat files to the folder you named your door.
Well, go in: C:\BF2_ModTools\assets\Animations
In that directory, copy clean.bat, munge.bat, munge_subdir.bat and paste them in:
C:\BF2_ModTools\data_***\Animations
Next go to:
C:\BF2_ModTools\assets\Animations\Prop
In that directory, copy munge_animation.bat and paste it in: C:\BF2_ModTools\data_***\Animations\Prop
You need to create the Prop folder before
Create a folder with the name of your door in:
C:\BF2_ModTools\data_***\Animations\Prop
Next go to:
C:\BF2_ModTools\assets\Animations\Prop
Go in any folder and copy munge.bat and paste it to the folder you just created with the name of your door in:
C:\BF2_ModTools\data_***\Animations\Prop
Now edit the munge.bat in your doors folder, change it from whatever it says to something like below substituting in the name of your door and the 3 letter name of your world. In my case simpledoor and my world name is BAH. Then save the file.
Code: Select all
@call ..\munge_animation.bat "/keepframe0 /specialquathack /dest simpledoor.zaf" Worlds\BAH
Now edit the munge.bat you just pasted in the folder with the name of the door.
Right click on munge.bat, there'll be something like that:
Code: Select all
@call ..\munge_animation.bat "/keepframe0 /specialquathack /dest ///.zaf" Worlds\***
Just replace /// with the name of your door and *** with the 3 letter name of your world. And save.
Next go to the munge.bat in the animation directory and edit it so it looks like the following (once again using your doors directory name)
Code:
@REM munge.bat
@REM Calls %1\munge.bat for all animation subdirectories
@REM soldier animation banks
@call munge_subdir.bat SoldierAnimationBank\sitting
@REM first person animation banks
@REM addons
@REM vehicles
@REM props
@call munge_subdir.bat Prop\simpledoor
Now, go in:
C:\BF2_ModTools\data_***\Animations\
And edit munge.bat, erase all, and paste that:
Code: Select all
@REM munge.bat
@REM Calls %1\munge.bat for all animation subdirectories
@REM soldier animation banks
@call munge_subdir.bat SoldierAnimationBank\sitting
@REM first person animation banks
@REM addons
@REM vehicles
@REM props
@call munge_subdir.bat Prop\***
And replace *** with the name of your door.
Before you munge, do that in munge_animation.bat in: C:\BF2_ModTools\data_***\Animations\ :
phazon_elite wrote:Very sorry to bump this, but I have some important information regarding this fix.
If anyone has run into the problem of munge_animation.bat not working in Vista, here's a fix:
Change this:
To this:
I encountered this today, and I hope it helps to anyone who had this problem.
Now just because we all know that visualmunge has it's problems why should animation be any different. VM does not automatically munge animations. What you need to do is manually run the munge.bat that is in the animation root directory. Just double click on it and you'll see a window with a bunch of things scoll by. To check to see if it did its job correctly go to the munged folder in you world directory and you should see three files with your doors name on it.
Step Nine
The ODF
This is the easy bit
Just create and odf that looks like this:
Code:
[GameObjectClass]
ClassLabel = "door"
GeometryName = "simpledoor.msh"
[Properties]
GeometryName = "simpledoor"
AnimationName = "simpledoor"
Animation = "open"
AnimationTrigger = "hp_door 5.0"
OpenSound = "door_open"
CloseSound = "door_close"
LockedSound = "vehicle_equip"
FoleyFXGroup = "metal_foley"
The last bits for sounds etc you can change to suit your needs. The 5.0 in the animation trigger line determines how far away from the door you can be before it opens.
Higher the number the farther away you can be.
Next place it in ZE (you may not see the door msh but you will see the bounding box once you select it so you can move it around, I am still working on the seeing it part)
Just figured it out, in XSI create a lowres version of the door and put in under the dummyroot. It needs to be in this format door_lowres. (the name can be what you like but
the _lowres must be there) Do not hide it, this will allow you to see it in ZE and even though it wasn't hidden it will not show up in game until you get far enough away from
the door.
Munge and play and walk through your door.
It is done!