Battlefront 1 Animation Thread
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- bamdur123
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Battlefront 1 Animation Thread
Yes i have another topic but in this topic you can show anims ask for anims etc. All battlefront 1 and for anyone skeptical about bf2 animations not working on it
http://www.xfire.com/video/423293/ i converted one of aaylas lightsaber animation. If anybody wants an animation for a mod or anything request here
http://www.xfire.com/video/423293/ i converted one of aaylas lightsaber animation. If anybody wants an animation for a mod or anything request here
- giftheck
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Re: Battlefront 1 Animation Thread
So it seems BF2 anims DO work, so long as they conform to the BF1 skeletons. Cool 
EDIT: How exactly can you get these into the main game?
EDIT: How exactly can you get these into the main game?
- bamdur123
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Re: Battlefront 1 Animation Thread
Actually i havent tried custom skeletons, we coudl probably bring a bf2 custom skeleton in (but it has to have same bones as a normal trooper) you take the bf2 animations files, rename them then munge into zaabin and make a custom common.lvl il make a bf2 conversion mod
- jango
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Re: Battlefront 1 Animation Thread
this opens a lot more possibilities for mods
great work
could you get the wampa animation for my hoth hunt?
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Ty294
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Re: Battlefront 1 Animation Thread
Impressive, most impressive. I look foward to more. New death animations! New death animations!
- Ginev
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Re: Battlefront 1 Animation Thread
OMG.Aayla combo animation to BF1.AMAZING!It is possible to finish the full combo animation for aayla?I mean not only one hit i talk about the full BF2 aayla combo attack.Is possible?
- bamdur123
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Re: Battlefront 1 Animation Thread
To ginev, I cant make combos, but we can try making different animations for a secondary lightsaber animation, and i will possibly make a wampa common if it is needed (the animations)
- Ginev
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Re: Battlefront 1 Animation Thread
Yes secondary lightsaber with different animation..thats good idea.
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Ty294
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Re: Battlefront 1 Animation Thread
Hay, what about the dual pistol animation? That would be great!
- jdee/barc
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Re: Battlefront 1 Animation Thread
that doesn't work in BF1 for the following reason
the second model has to be attached to the left hand of the unit in question with the addongeometry command added into the odf. th eonly addons in BF1 are animated capes used by some hero units
trying this addongeometry trick with something that's not a cape, will cause a crash in the game.
the second model has to be attached to the left hand of the unit in question with the addongeometry command added into the odf. th eonly addons in BF1 are animated capes used by some hero units
trying this addongeometry trick with something that's not a cape, will cause a crash in the game.
- AceMastermind
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Re: Battlefront 1 Animation Thread
I don't mod SWBF1 so I don't know what works there or not, but if your geometry addon has no animation or is static then you won't need this line(using Vader's cape addon as example):
If there is no animation attached to that particular mesh then you shouldn't be calling for one in that property sub-section, you should comment or remove that line since calling for an animation that doesn't exist will likely cause a crash.
In SWBF2 we use only these lines with static geometry addons(example):
I don't see why this wouldn't work in SWBF1 since both games support these same properties.
Code: Select all
AnimationAddon = "imp_inf_vader_cape"In SWBF2 we use only these lines with static geometry addons(example):
Code: Select all
AnimatedAddon = "HAT"
GeometryAddon = "my_hat"
AddonAttachJoint = "bone_head"
- giftheck
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Re: Battlefront 1 Animation Thread
Not sure, but it requires an animation setting for some reason. Has anybody zeroed out the AnimationAddon line (so it reads AnimationAddon = "")AceMastermind wrote:I don't mod SWBF1 so I don't know what works there or not, but if your geometry addon has no animation or is static then you won't need this line(using Vader's cape addon as example):If there is no animation attached to that particular mesh then you shouldn't be calling for one in that property sub-section, you should comment or remove that line since calling for an animation that doesn't exist will likely cause a crash.Code: Select all
AnimationAddon = "imp_inf_vader_cape"
In SWBF2 we use only these lines with static geometry addons(example):I don't see why this wouldn't work in SWBF1 since both games support these same properties.Code: Select all
AnimatedAddon = "HAT" GeometryAddon = "my_hat" AddonAttachJoint = "bone_head"
Also, jdee/barc - addons may not work as such but you can easily hex-edit on an addon to the model and it WILL work.
- bamdur123
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Re: Battlefront 1 Animation Thread
Your saying we can hexedit on dual weapons and play using them with new animations? worth a try
