Tentacle Problems
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thelegend
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Tentacle Problems
Gey Gametoast,
I'll keep my issue short. I created a character, added 6 tentacles a 3 bones for each tentacle. I enveloped my model and tested it ingame. The whole character worked, but where the tentacles were, are only weird looking "heavy tentacles which kisses the ground". I know that it should happen. (The tutorial said that). Right after that I deleted all meshes and exported only the nulls.
First I put the bone_root under a DummyRoot null and then I exported it as a basepose.msh.
I tried to munge the new skeletion, like Aaylas skeletion (makes sense, because she uses extra bones, am I right?). So I munged the basepose+all human sabre .msh's. But then I look in my munged folder there are no files. I made sure that my munge.bat directs to the right folder, but it still doen't work. I really guess I exported the basepose wrong or not correctly.
So I would like to know how to export the basepose.msh properly. Which "nulls" have to be selected and (I use ZeTools) what for boxes have to be selected.
If there are still details missing then ask me and I will sen you my .exp scene file, which contains the characters+textures.
Thanks in advance.
I'll keep my issue short. I created a character, added 6 tentacles a 3 bones for each tentacle. I enveloped my model and tested it ingame. The whole character worked, but where the tentacles were, are only weird looking "heavy tentacles which kisses the ground". I know that it should happen. (The tutorial said that). Right after that I deleted all meshes and exported only the nulls.
First I put the bone_root under a DummyRoot null and then I exported it as a basepose.msh.
I tried to munge the new skeletion, like Aaylas skeletion (makes sense, because she uses extra bones, am I right?). So I munged the basepose+all human sabre .msh's. But then I look in my munged folder there are no files. I made sure that my munge.bat directs to the right folder, but it still doen't work. I really guess I exported the basepose wrong or not correctly.
So I would like to know how to export the basepose.msh properly. Which "nulls" have to be selected and (I use ZeTools) what for boxes have to be selected.
If there are still details missing then ask me and I will sen you my .exp scene file, which contains the characters+textures.
Thanks in advance.
- AceMastermind
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Re: Tentacle Problems
I've only experimented with tentacle addons, but could only define 4 tentacles with up to 5 bones each, this seems to be a programming limit for the PC version. You can import Aayla's basepose.msh with ZETools to see what was exported by the devs.
The basepose.msh contains all the bones in the skeleton, including the tentacle bones. All the bones are keyed. When exporting the basepose with ZETools, you select the dummyroot and export with 'Export Animation' ticked. You should only need to munge a basepose.msh unless you created some new animations.
The basepose.msh contains all the bones in the skeleton, including the tentacle bones. All the bones are keyed. When exporting the basepose with ZETools, you select the dummyroot and export with 'Export Animation' ticked. You should only need to munge a basepose.msh unless you created some new animations.
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thelegend
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Re: Tentacle Problems
Hm I guess the limit for additional tentacles are 20 bones. 4*5 equals 20. I have 6 tentacles. Each tentacle has 3 bones. So There are 18 tentacle bones.
Then I munge the exported basepose I always get this error log (ZenAsset.log):
But in my munged folder there is only the jones.zaf file. 2 Kb.
Then I munge the exported basepose I always get this error log (ZenAsset.log):
Code: Select all
-- Processing directory D:\Bf2_Modtools\data_POM\Animations\SoldierAnimationBank\davy_jones
Processing file basepose.msh, will save in .\\\jones.zaf
*** WARNING: Skin model segment 0 has too many/few vert weights?
*** WARNING: Skin model segment 0 has too many/few UVs?
*** WARNING: Skin model segment 0 has too many/few vert colors?
*** WARNING: Skin model segment 0 has too many/few vert weights?
*** WARNING: Skin model segment 0 has too many/few UVs?
*** WARNING: Skin model segment 0 has too many/few vert colors?
But in my munged folder there is only the jones.zaf file. 2 Kb.
- AceMastermind
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Re: Tentacle Problems
You can define 4 tentacles max with up to 5 bones each. That log looks normal, the file size will be small since it is just the skeleton and as long as no errors are present then all should work. The Gungan is a working example. In the ODF you would use SkeletonName instead of AnimationName. Have you tested it ingame yet?
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thelegend
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Re: Tentacle Problems
Ok. I tested it ingame but it still didn't change.
The zafbin file is 2 kb in file size. I wonder because other character's zafbin files are bigger up to 50 kb.
Am I right that the .zafbin file only contains the skeleton, just the basepose.msh so only the bones? And the .zaabin file contains all the animnated .msh files?
And the odf reads the .anims file which reads the .msh file names (in the .zaabin file)? Does the animation system work as I mentioned?
Anyway here is my character's odf:
And here is the character itself as .msh and .exp file. If you or anyone else knows where the problem is I would be very thankful.
http://www.mediafire.com/download/i7ed7 ... letion.rar
The zafbin file is 2 kb in file size. I wonder because other character's zafbin files are bigger up to 50 kb.
Am I right that the .zafbin file only contains the skeleton, just the basepose.msh so only the bones? And the .zaabin file contains all the animnated .msh files?
And the odf reads the .anims file which reads the .msh file names (in the .zaabin file)? Does the animation system work as I mentioned?
Anyway here is my character's odf:
Hidden/Spoiler:
http://www.mediafire.com/download/i7ed7 ... letion.rar
- AceMastermind
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Re: Tentacle Problems
Yesthelegend wrote:Am I right that the .zafbin file only contains the skeleton, just the basepose.msh so only the bones? And the .zaabin file contains all the animnated .msh files?
And the odf reads the .anims file which reads the .msh file names (in the .zaabin file)? Does the animation system work as I mentioned?
You can't have more than 4 tentacles, I see 6 in your scene. You'll have to combine some to reach the limit. Have a look at rep_inf_kitfisto_tenticles.msh as example of how to do this.
You're also missing something like this in the ODF under Properties:
Code: Select all
NumTentacles = "4"
BonesPerTentacle = "3"
TentacleCollType = "0"
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thelegend
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Re: Tentacle Problems
Ok. I am going to choose an other way. I want to add the tentacles as an animated addon mesh. I cut out the enveloped tentacles and exported them seperatly as a .msh file. It includes the string bones too. After that I added these lines to my .odf:
Then I exported. Here is the whole .odf file:
It doesn't read the skeletonname anymore. I thought It's not required anymore because it has the 'default' bone_root again.
But then I start the map, the game crashes. I don't know why. It crashes then I am able to select a side/team.
I still have some questions.
Does it have to read a file or can it be a free invented name? Because I don't have a file called "Jones_Tentacles".
Will the mesh+the bones, which has been enveloped to the mesh; will it be in the same position like as a merged mesh before?
Code: Select all
AnimatedAddon = "Jones_Tentacles"
GeometryAddon = "davy_jones_tentacles"
AddonAttachJoint = "bone_head"
NumTentacles = "4"
BonesPerTentacle = "3"
TentacleCollType = "0"Hidden/Spoiler:
But then I start the map, the game crashes. I don't know why. It crashes then I am able to select a side/team.
I still have some questions.
Code: Select all
AnimatedAddon = "Jones_Tentacles" Code: Select all
AddonAttachJoint = "bone_head"- AceMastermind
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Re: Tentacle Problems
If you decide to go the way of an addon then refer to the instructions here:
http://www.gametoast.com/viewtopic.php?f=36&t=12610
If your game is crashing check your BFront2.log for errors.
http://www.gametoast.com/viewtopic.php?f=36&t=12610
If your game is crashing check your BFront2.log for errors.
The AnimatedAddon property signifies a property subsection. The string that follows gives a name to that subsection and is arbitrary, it is usually typed in all caps.thelegend wrote:Does it have to read a file or can it be a free invented name? Because I don't have a file called "Jones_Tentacles".Code: Select all
AnimatedAddon = "Jones_Tentacles"
Code: Select all
AnimatedAddon = "JONES_TENTACLES" 