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How to add the Carbon Forklift?

Posted: Thu Jul 28, 2005 8:49 am
by d3linqu3nt
Hello.

Although I have already made two maps, I think, I am still lacking some basic knowledge.
I am wondering how to add animated stuff like the carbon forklift or sarlacc tentacles to a map.

I tried around a bit, and so far I have copied the bes2_carbon_forklift folder from the Shipped Common Animations to my Datamodid/Common/Animations.

In another forum, I read that eddie has changed the munge.bat inside the tat3_bldg_rancor folder to
@call ..\munge_animation.bat "/keepframe0 /specialquathack" ..\..\..\worlds\modid in order to add the rancor to a map.
So I did that aswell with the munge.bat inside the bes2_carbon_forklift folder which I had copied.

Also I copied bes2_carbon_forklift.zafbin and bes2_carbon_forklift.zaabin into my Datamodid\Worlds\modid\munged folder.

I munged the world, but when I want to play the map the game crashes while loading it, as long as I have the forklift on my map.
Could anyone explain me step by step what I have to do, to get the forklift on my map?

Greetings del.

Posted: Fri Jul 29, 2005 5:39 am
by d3linqu3nt
OK, forget the step by step description, but could anyone please tell me, if I am on the right way?

Posted: Fri Jul 29, 2005 5:43 am
by Qdin
hmm - I'm not sure

but if its the zafbin and zaabin files, then maybe munge the animation files? and then use the NEW zabin and zaabin files?

and it seems like you don't use anything else than the animation files, what about the textures and .odf's and .msh files? you forgot those?

Posted: Fri Jul 29, 2005 6:18 am
by d3linqu3nt
No, no the msh and odf are in the folders.
The forklift appears perfectly textured in zeroeditor.
It´s only the animation I have problems with. That´s why I think the game crashes when I load the map with the forklift in it.

What do you mean by munging the animation files?

Cheers del

Posted: Fri Jul 29, 2005 6:59 am
by Leviathan
Have you picked files from "BFBuilder\Assets\Shipped Worlds\Bespin" ?

Posted: Fri Jul 29, 2005 7:09 am
by d3linqu3nt
I copied and pasted the files (odfs and mshs + the files described above) from Shipped Worlds/Bespin to the respective folders of my map.

Posted: Fri Jul 29, 2005 7:14 am
by Leviathan
You can also try to make a search inside Mod Tools folders using "forklift" as keyword...

Posted: Fri Jul 29, 2005 7:31 am
by Qdin
I mean, the animation filesdoesnt work without the .zafbin and .zaabin files

if you copied the .msh files - which is the animation files - into your Animation Folder, then I guess you have to do so:

go to another Animation Folder - you decide, it doesnt matter :wink: - and then there is a MS-DOS Batch-file program file called Munge

copy the Munge file, and paste it into your Animation Files, then run the program

it should now create .zafbin and .zaabin files under the folder Munge :P

try it out

Posted: Fri Jul 29, 2005 12:00 pm
by Saturn_V
Copy bes2_carbon_forklift.msh to your mods Worlds\modname\MSH folder along with it's textures - bes2_prop_carbonite.tga, bes2_prop_carbonite_fx.tga and chamber02.tga There are a couple of bumpmaps but I didn't test these

Copy bes2_carbon_forklift.odf to your mods Worlds\modname\ODF folder

Copy bes2_carbon_forklift.zaabin and bes2_carbon_forklift.zafbin to your mods Worlds\modname\munged folder (these are the files required for animation as Qdin said, but you shouldn't need to run the munge.bat or copy anything to common\animations since these animation files already exist)

And that's it. Place it in Zeroedit and munge. If your map crashes, something else is causing it because I just tested this and it works.

Image

Posted: Sat Jul 30, 2005 5:43 am
by Qdin
wow

it looks cool Saturn :P

but I just wasnt sure, that you just could use the 'premade' .zafbin and .zaabin files :wink:

hope it works :D