XSI Foundation enveloping problem

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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FragMe!
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Re: XSI Foundation enveloping problem

Post by FragMe! »

If you followed the directory structure as it is in the shipped assets you will have the main animation folder then a prop folder, in this folder will be your door folder as well as munge_animation.bat. In the prop folder will be your basepose.msh open.msh and munge.bat.

Munge.bat should have this as it's contents

@call ..\munge_animation.bat "/keepframe0 /specialquathack /dest nameofyourdoor.zaf" Worlds\ABC

ABC of course = 3 letter name of your map.

If the munge worked correctly you would see two new files in the directory binmunge.log and zenasset.log, the contents of which should look similar to this:

Code: Select all

-- Processing directory C:\BF2_ModTools\data_AN2\Animations\prop\yav_big_door
	Processing file basepose.msh, will save in .\\\yav_big_door.zaf
*** WARNING: While correcting joint base pose matrices, no skin was found!
*** ERROR: No Skin model in MSH?
.*** WARNING: Animation <open> has a framerate <29.970030> that isn't 30fps.  Framerate correction code has not been done yet
and then as mentioned the 3 newly generated files should be in Worlds/ABC/munged folder.

If there was any errors in the animation munge they would show up in the zenasset.log file
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