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BF2 Skeletons
Posted: Wed Aug 26, 2009 4:04 pm
by giftheck
Is it possible to get BF2 skeletons into BF1?
Re: BF2 Skeletons
Posted: Wed Aug 26, 2009 4:13 pm
by mswf
The usual soldier/battledroid ones, or are you talking about more advanced stuff.
Re: BF2 Skeletons
Posted: Wed Aug 26, 2009 4:18 pm
by giftheck
Just the usual unit skeletons. I imported the BF2 Rebel Sniper but her neck and arms stretch in the normal skeleton. I'm thinking the game needs a zaabin and a zafbin file to get skeletons to work correctly.
Plus, I'm attempting some of BF2's unit anims (such as the Clone Commander one). I assume that extra animations copied into a unit's animation bank would override the ones played in-game?
Re: BF2 Skeletons
Posted: Wed Aug 26, 2009 4:45 pm
by EA711
I think the skeletons should work but I doubt the anims will you may have to edit them to make them swbf1 compatable, I don't realy know.
Re: BF2 Skeletons
Posted: Wed Aug 26, 2009 4:48 pm
by giftheck
I'll see. I believe the Skeletons work, since I got the Magnaguard's in-game (otherwise its arms were halfway down its chest)
Re: BF2 Skeletons
Posted: Sat Aug 29, 2009 1:39 pm
by MileHighGuy
i do not beleive that you can port bf2 animations because i got the wampa skeleton ported but his sabre animation didnt work, just the bf1 one was used
Re: BF2 Skeletons
Posted: Sat Aug 29, 2009 3:23 pm
by Ka-Ching
first off..he's talking about skeletons,not animations
2nd.Wampa punch uses a combo file which isent bf1 compatible
Re: BF2 Skeletons
Posted: Sat Aug 29, 2009 3:45 pm
by MileHighGuy
he was talking about animations if you read his 2nd post, i was applying the wampa sabre animation to a bf1 melle weapon and i was answering his question
Plus, I'm attempting some of BF2's unit anims (such as the Clone Commander one). I assume that extra animations copied into a unit's animation bank would override the ones played in-game?
and i was agreeing with him that skelteons can be ported
Re: BF2 Skeletons
Posted: Tue Sep 01, 2009 6:04 am
by giftheck
I don't want lightsaber animations, I'm talking about generic unit animations - such as the Clone Commander having an altered heavy weapon animation for the Chaingun. Since the animation format appears to be the same as the standard anims, I wondered if it was possible.
For some reason I have problems porting the BF2 Rebel Sniper skin, she's still a little stretched out. I don't have a screen with me today though to show you.
Re: BF2 Skeletons
Posted: Mon Sep 21, 2009 5:20 pm
by giftheck
MileHighGuy wrote:i do not beleive that you can port bf2 animations because i got the wampa skeleton ported but his sabre animation didnt work, just the bf1 one was used
As far as I know, you'd have to remunge the animations with all the animations renamed to something more conventional. Such as renaming a standing attack to "wampa_sabre_stand_shoot.msh"
Re: BF2 Skeletons
Posted: Tue Sep 22, 2009 12:22 am
by MileHighGuy
thats what i did and it still did not work for me
Re: BF2 Skeletons
Posted: Tue Sep 22, 2009 9:33 am
by giftheck
You then have to find a way to include it in the LVL file (although I'm not sure whether it'd be the Side LVL or common.lvl - vehicle anims must be within the SIDE lvl to work but units seem to reference ones inside the common.lvl, except for the Droideka?)
Try adding the animations directly to common.lvl is all I can suggest.
EDIT: That does not work. Try this: "human_wampa_stand_shoot"... you get the idea.
Re: BF2 Skeletons
Posted: Tue Sep 22, 2009 10:46 am
by ANDEWEGET
if you put the anim in the side lvl, it(in my case) got overriden?! from the common one, but i didnt try to put it in the common lvl.