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Wookie with Wampa claws
Posted: Sat Sep 27, 2014 7:27 pm
by Lorul1
The title says it all
I'm trying to take the wampa claw attack (the one from the hoth hunt map that comes with battlefront 2) and add it to the (rebel alliance) Wookie. I want the wookie to have both the claw attack and the bowcaster, however I am having big problems trying to get the claw attack to work do
can someone please give me a walk through on how to do this
(or if this has already been done give me a link so i don't have to do it my self

)
Re: Wookie with Wampa claws
Posted: Sat Sep 27, 2014 8:17 pm
by AQT
Lorul1 wrote:however I am having big problems trying to get the claw attack to work do
You are having big problems because...?
The stock SNW side assets should contain all of the files you will need to get this weapon to work. Also, there aren't that many files to look through, so you shouldn't have a hard time getting just the essential files. And the last thing you need to know is that the bowcaster should be the first primary weapon, while the claw attack (or any .combo-based melee weapon in general) should be the second primary weapon.
Re: Wookie with Wampa claws
Posted: Sat Sep 27, 2014 10:42 pm
by Lorul1
it still doesn't work
my odf :
And this is the "Message Severity: 3" errors I get when opening the "BFront2" error thing :
Code: Select all
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_alternate_attack(_upper)
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation wookie_sabre_stand_alternate_attack(_upper)
I don't know what those errors mean
I did COMPLETELY copy over everything in the "snw" side folder to my "all" side folder
I also added some lightsaber "SetMemoryPoolSize" things into my lua from other maps with jedi because I think that the wampa claws count as lightsabers.
this is very confusing please help
and thank you in advanced
Re: Wookie with Wampa claws
Posted: Sun Sep 28, 2014 1:02 pm
by commanderawesome
Did you remember to copy over the animation files in the MUNGED folder?
Re: Wookie with Wampa claws
Posted: Sun Sep 28, 2014 1:56 pm
by Anakin
You need to edit the odf to have something like this:
AnimationName ="wampa" not sure about the right animation name and the command. Look in the wampa odf for a line saying something about the animation or skleton. This is what you need.
Re: Wookie with Wampa claws
Posted: Sun Sep 28, 2014 5:41 pm
by Lorul1
commanderawesome wrote:Did you remember to copy over the animation files in the MUNGED folder?
I already copied over all the files even the "MUNGED" files.
Anakin wrote:Look in the wampa odf for a line saying something about the animation or skleton. This is what you need.
There is a "Skelton" line and after I added that to the wookie the map started up this time, but it doesn't work because the map crashes on the troop selection screen.
Here is the "Message Severity: 3" thing I got :
Code: Select all
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation wookie_sabre_stand_alternate_attack(_upper)
Thanks for everyone's help so far, I think were really close to figuring this out.

Re: Wookie with Wampa claws
Posted: Sun Sep 28, 2014 6:09 pm
by Anakin
Mh looks like there is in your unit's odf or an parent of it an line that still calls the wookie animation. I know there are two ways to get an animation set for an unit. One is with the skleton line, the otherwith the animation name line. I don't know what the different is. But i think in the wookie default odf is the animation name line that calls the wookie animation set. And in the child odf is the skleton line that calls the wampa animation.
Two ways to solve:
Change the animation line to call the wampa animation, too, or delete the whole animation name line.
Re: Wookie with Wampa claws
Posted: Fri Oct 03, 2014 6:48 pm
by Lorul1
it didn't work
this is what happened
I found the wookie skeleton line in the parent file so I took it out (because I already have the wampa skeleton line in the "child" file). I also changed the "lowrez skeleton line" (in the parent) to the wampa one.
I started up the game.
I could see the troop selection screen then it crashed.
I checked the log thing and there were NO error 3 's for some weird reason.
I stated the game up again, but this time I used the console to disallow team 1 (rep) to spawn.
this time it was me (as the wookie) against the droid army. Everything worked - except that the wookie ONLY had the wampa claw attack - I wanted him to have both the claw attack and the bowcaster
any ideas

Re: Wookie with Wampa claws
Posted: Sat Oct 04, 2014 5:09 am
by Anakin
Sorry i have no idea. Maybe some memory pool thing??
You could try to take the wampa as base unit and just change the model from wampa to wookie. Than you can start to add the other weapons. I think this is easyer becauseyou can see where the game crashes. If the problem are the weapons or the model/animations.
Re: Wookie with Wampa claws
Posted: Sat Oct 04, 2014 8:26 am
by AQT
Remunge the Wampa animation set using the Wookiee basepose.msh. Then use this new animation set for your unit's skeleton.
Re: Wookie with Wampa claws
Posted: Fri Oct 10, 2014 7:39 pm
by Lorul1
I got it to WORK ... somewhat
i had to remove the bow caster, but i really want that to be a part of this unit so we will come back to that later.
Anakin wrote:Sorry i have no idea. Maybe some memory pool thing??.
The problem was not with the memory pool, but to avoid future issues whats the highest memory pool settings for jedi stuff ("combo" stuff in lua)
AQT wrote:Remunge the Wampa animation set using the Wookiee basepose.msh. Then use this new animation set for your unit's skeleton.
sounds like a good idea AQT
but how do i do this, what files do i need to open and edit

Re: Wookie with Wampa claws
Posted: Fri Oct 10, 2014 9:01 pm
by AQT
Wookiee and Wampa animation files can be found in BF2_ModTools\assets\Animations\SoldierAnimationBank.
Re: Wookie with Wampa claws
Posted: Mon Oct 13, 2014 8:22 pm
by Lorul1
I followed all of those instructions carefully and the two files are not appearing where they should (in the all file) why is this happening
Re: Wookie with Wampa claws
Posted: Tue Oct 14, 2014 2:32 am
by AQT
There should be three files (i.e. .anims, .zafbin, and .zaabin). Please describe in detail the steps you took. Merely saying that you followed the instructions carefully, exactly, word-for-word, as written, etc. isn't very helpful.
Re: Wookie with Wampa claws
Posted: Wed Oct 15, 2014 7:01 pm
by Lorul1
Hmmmm ... I followed the steps 100% both times - but I found a new problem .
When I double click "munge" like the instructions say, for a second you can see the black screen with white letters. (System32\cmd.exe)
Using "bandicam" I took an on-screen video then paused it at the spot where I could read the exe to see where these files are going.
The white letters say:
I don't think it's supposed to say that. I think it's because I have an NVIDIA graphics card on my windows 8 pc or something.
So i tried it on my moms pc ... and i got this
and this
I did get a "Zen Asset folder" but it has nothing in it.
I don't know what "process" is using the file mentioned in the pic above.

... Do you think someone will have to do this for me? If so, i can just give them the files so that they can munge the new animation, and give then publish the new animation to the whole community ( I have Norton antivirus program so ill make sure that its virus free ).
OR
I could just get more help and we can just work this out.
What do you think guys
