Custom animset

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Custom animset

Post by Fiodis »

I'm tring to munge a custom animset on Win7. I moved munge.bat, munge_subdir.bat, and clean.bat to the map's Animations folder, and edited the munge.bat in SoldierAnimationBank/human5 to create th human5.zafbin file and all that. I also edited the munge.bat in the Animations folder to read the human5 subdirectory. I put human5_ in the front of all my animation names. I have tried running the munge.bat in the human5 subdirectory both with and without administrator privelages. Both times, no animation files appear in my side's munged folder. I tried running it on my XP Virtual machine, and still no animation files appeared in the side's munged folder, though I did get a file called ZenAsset, which I believe is an error log, but it was completely empty.

What is happening? I'm certain I did everything right, yet still my animations aren't munging.
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Custom animset

Post by DarthD.U.C.K. »

do you use a proper basepose?
and do you try to munge any untested anims?
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Custom animset

Post by Fiodis »

I munge the BF1 rifle prone anims to make a local unit. I renamed them properly. I've tried using both the BF2 human0 basepose, and the BF1 Human basepose. Neither worked.
Post Reply