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Scaling skeletons via hex editing?

Posted: Tue Jun 09, 2009 2:42 pm
by MileHighGuy
well since i cant munge animations in bf1 i was wondering if its possible to scale zafbin files with a hex editor since they are made up of mshes

*removed [unsolved]* -unnecessary. If it's not marked [solved] it's considered unsloved. --Staff

Re: Scaling skeletons via hex editing?

Posted: Mon Aug 03, 2009 3:19 pm
by Darth_Squoobus
[COMMENT REMOVED BY AUTHOR]

Re: Scaling skeletons via hex editing?

Posted: Mon Aug 03, 2009 6:46 pm
by AQT
Darth_Squoobus wrote:All you have to do is scale the msh files. It's in the FAQ thread.
False. You have to scale the animations as well.

Re: Scaling skeletons via hex editing?

Posted: Tue Aug 04, 2009 2:15 pm
by MileHighGuy
well you cant munge animations in bf1 so im wondering if you can hex edit them to scale them

Re: Scaling skeletons via hex editing?

Posted: Tue Aug 04, 2009 3:03 pm
by Maveritchell
Have you bothered trying? If you can't get an immediate answer and you know what you want to try, just go ahead and do it. You posted almost a two months ago asking "can it be done?" when surely sometime over those months you could have tried yourself.

Re: Scaling skeletons via hex editing?

Posted: Tue Aug 04, 2009 3:07 pm
by BattleBelk
why you cant munge animations?

BFBuilder\Assets\Shipped Common Animations\

copy a folder to your mod project

BFBuilder\Data<ModId>\Common\Animations\

and then go to animation folder for example

BFBuilder\Data<ModId>\Common\Animations\all_fly_snowspeeder\

and run munge.bat

but before run you can look at this file, for example:

Code: Select all

@call ..\munge_animation.bat "/keepframe0 /specialquathack" ..\..\..\sides\all
that means munged .zaabin and .zafbin will appear in

BFBuilder\Data<ModId>\Sides\ALL\munged\

of course if you have this side folder

Re: Scaling skeletons via hex editing?

Posted: Tue Aug 04, 2009 8:54 pm
by MileHighGuy
thanks battlebelk :mrgreen: