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Jawa anims? o.O

Posted: Fri Nov 30, 2007 2:22 pm
by FOOLIS
Hey ,
I have a problem my map crashes and this is what the mungelog says :

ERROR[levelpack req\tat_inf_jawa.req]:Could not open munged\pc\jawa.anims for input. DOS reports:
No such file or directory
ERROR[levelpack req\tat_inf_jawa.req]:Could not open munged\pc\jawa.anims for input. DOS reports:
No such file or directory

2 Errors 0 Warnings

ERROR[levelpack req\tat_inf_jawa.req]:Could not open munged\pc\jawa.anims for input. DOS reports:
No such file or directory
ERROR[levelpack req\tat_inf_jawa.req]:Could not open munged\pc\jawa.anims for input. DOS reports:
No such file or directory

2 Errors 0 Warnings

the problem is that i canf find this file so please help me

thx

-FOOLIS

Re: Jawa anims? o.O

Posted: Fri Nov 30, 2007 2:38 pm
by Maveritchell
There are no special "jawa" animations. The Jawa uses standard animations, just on the Jawa skeleton. Copy over the Jawa files from the "des" munged folder (which you've probably already done), call for the Jawa skeleton in your .odf, but don't specify AnimationBank = "jawa". See "tat_inf_jawa" for reference.

Re: Jawa anims? o.O

Posted: Fri Nov 30, 2007 2:43 pm
by FOOLIS
Sry but i cant understand what you are trying to tell me :D

Normally it MUST work because i´m using the normal DES side and i havent changed anything on the jawa´s odf .

Re: Jawa anims? o.O

Posted: Fri Nov 30, 2007 2:56 pm
by The_Emperor
:o sorta off topic but this reminds me, I never sent you the improved skin :o I'll send it right away as soon as I can get behind my computer. Might take more than a day though.

Re: Jawa anims? o.O

Posted: Fri Nov 30, 2007 2:59 pm
by Maveritchell
I'm not sure what your problem is, then. The jawa .odf doesn't call for any animations, for good reason - there's no such file as "jawa.anims". There's a jawa.zafbin and jawalz.zafbin, which are the two files the .odf calls for the skeleton. Those are the only files the jawa .odf calls for, and they are the only two files in the DES "munged" folder. You know for sure this is why your map is crashing?

Re: Jawa anims? o.O

Posted: Fri Nov 30, 2007 3:04 pm
by FOOLIS
@The Emperor : I already made one but i´ll take a look at yours because you are a very good skinner :D

@ Mav´ : This is the Jawa odf :

[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "tat_inf_jawa.msh"

[Properties]
FootWaterSplashEffect = "com_sfx_watersplash_sm"
WaterSplashEffect = "com_sfx_watersplash_md"
WakeWaterSplashEffect = "com_sfx_watersplash_wade"

//this keeps the player from entering first person with this char
forcemode = 1

UnitType = "support"

AISizeType = "SOLDIER"
NoEnterVehicles = 1

GeometryName = "tat_inf_jawa"
GeometryLowRes = "tat_inf_jawa_low1"
SkeletonName = "jawa"
SkeletonLowRes = "jawalz"

SkeletonRootScale = "0.6"
SkeletonRootScaleLowRes = "0.6"
CollisionRootScale = "0.6"

// these are correct for the dudes running around in Tat 2.....but not if you play as one, WTF?
CollisionHeadOffset = "0.0 0.85 0.1"
CollisionTorsoOffset = "0.0 0.7 0.0"

CAMERASECTION = "STAND"

EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.75 3.5"
TiltValue = "7"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.75 3.5"
TiltValue = "7"

CAMERASECTION = "SPRINT"

EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.75 5.0"
TiltValue = "7"
CameraBlendTime = "0.75"

MaxHealth = 250.0

Acceleraton = 30.0
MaxSpeed = 5.0
MaxStrafeSpeed = 4.0
MaxTurnSpeed = 3.0

WeaponName1 = "tat_weap_inf_jawa_arccaster"
WeaponAmmo1 = 0

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.25
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.02

//SOUND
HurtSound = "tat_inf_jawa_hurt"
DeathSound = "tat_inf_jawa_death"
//LeftFootstepSound = "soldierstepleft"
//RightFootstepSound = "soldierstepright"
AcquiredTargetSound = "tat_inf_jawa_chatter"
HidingSound = "tat_inf_jawa_chatter"
ApproachingTargetSound = "tat_inf_jawa_chatter"
FleeSound = "tat_inf_jawa_chatter"
PreparingForDamageSound = "tat_inf_jawa_chatter"
HeardEnemySound = "tat_inf_jawa_heard"
//WaterWadingSound = "com_inf_wading"
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
//RollSound = "com_inf_roll"
JumpSound = ""
LandSound = ""
ClothingRustleSound = ""
LowHealthSound = "tat_inf_jawa_chatter"
LowHealthThreshold = "1.1"


VOUnitType = 172

VOSound = "jawa_inf_chatter_AcquiredTarget AcquiredTarget"
VOSound = "jawa_inf_chatter_NearbyFriendlySlaughter NearbyFriendlySlaughter"
VOSound = "jawa_inf_chatter_KillingSpree4 KillingSpree4"
VOSound = "jawa_inf_chatter_Grenade Grenade"
VOSound = "jawa_inf_chatter_FriendlyFire FriendlyFire"

Re: Jawa anims? o.O

Posted: Fri Nov 30, 2007 3:20 pm
by Maveritchell
Like I asked, are you sure (i.e. BF2Modtools told you) that this is why your map is crashing?

Re: Jawa anims? o.O

Posted: Fri Nov 30, 2007 3:22 pm
by FOOLIS
Yes i´m really sure because its the only thing what the MungeLog says

Re: Jawa anims? o.O

Posted: Fri Nov 30, 2007 3:32 pm
by Maveritchell
...and what does the BF2Log say? Mungelog isn't always indicative of crashes (although errors usually do cause crashes).

Re: Jawa anims? o.O

Posted: Fri Nov 30, 2007 3:44 pm
by FOOLIS
I have DVD version , so i cant use it BUT i cleaned the side and now it work thank you Mav´

Re: Jawa anims? o.O

Posted: Fri Nov 30, 2007 5:12 pm
by Frisbeetarian
If you need to create a bf2log (which you probably will eventually) there is a WAY to do it in the DVD version.

Re: Jawa anims? o.O

Posted: Fri Nov 30, 2007 5:22 pm
by MandeRek
Right, copy the BF2_ModTools.exe from the modtools folder and paste it in Star Wars Battlefront II\GameData

The run the BF2_ModTools.exe, and play the map that crashes. A text file will be formed in the GameData folder. This should work

Re: Jawa anims? o.O

Posted: Fri Nov 30, 2007 6:56 pm
by Caleb1117
MandeRek wrote:Right, copy the BF2_ModTools.exe from the modtools folder and paste it in Star Wars Battlefront II\GameData

The run the BF2_ModTools.exe, and play the map that crashes. A text file will be formed in the GameData folder. This should work
Normaly yea, but he has the DVD version try Frisbeetarian's link.

Re: Jawa anims? o.O

Posted: Sat Dec 01, 2007 8:57 am
by MandeRek
Oh yeah sorry you're right... I've got the same problem :oops: