The screeny didn't work. What's happening? My guess is that you're seeing yoda as super tall, and if that's the case the game can't find Yoda's skeleton
I didn't upload the screenshot when I posted the message first, when I tried to edit, I was disconnected. And you're right, Yoda is super-tall. I assumed the skeleton is inside the BF2/rep/munged folder as yoda/yodalz files, so I copied them into my BF1 munged folder, but nothing. The screen is on this message.
The Problem is that in Star Wars Battlefront ALL of the units (except Battledroids, Superbattledroids, Wookiees, and Droidekas) use the Basic Unit Skeleton (Unit Template provided by Psychofred has the Skeleton). Also, you cannot just drop the munged Yoda animation files into the Republic side and expect them to work. The way SWBF handles animations is different from SWBF2. All of the sides have .sprite files (either separate ones for units or one for all units) in the Munged folder, the .sprite has something to do with the animations/skeleton, that I'm pretty sure of. What I don't know for sure, and I don't think any one ever did it, is how to create a .sprite file.
try scaling him down with the odf,msh option and, animation there are tutorials for this in the swbf2 everything u need thread
or.. yea use the ewok skeleton
I'm not after the combos, I am well aware they do not work (I don't even bother copying over BF2 ODFs, I just edit BF1 odfs). I shall try the ewok skeleton. It might work (the ODF for Yoda is a modified Ewok ODF, BTW)
Yes both games handle Animations similarly, but for Star Wars Battlefront 2, it is FAR easier to add in custom animations and skeletons. The final output of Munged Animations is a different format for SWBF than SWBF2. Both have zaabin and zafbin animation banks, but SWBF2 uses .anims files where as SWBF uses .sprites in the final munged animation output. That alone is a significant difference in the way the games each handle animations, for how the game references them.
Ewok Skeleton is the basic skeleton shrunken down, which is why the JubJub name code works in SWBF, it swaps all Units skeletons with the Shrunken Ewok version. You'll be able to get a short Yoda, but the Weights will still remain the ewok ones, so you'll have to deal with a few stretched parts.
As it is I don't think anyone has gotten custom Unit animations into SWBF, only vehicles.
Yeah, it seems like all animations in the game only have their zaabin and zafbin files. There are a couple of sprite files, but there's nothing I thought would help the game in them.
Actually, I deleted the unneeded .msh animations inside my "Animations" folder, and re-munged them (actually, all the things you need are there, you just have to edit the .bat files so they work properly). Still not working, though
I'm 90% sure thats SWBF2 modded to be like SWBF1- the animations, skeletons not being possible and so on, along with the style of a mostly redon CC doesn't seem worth it (being different in the count of how it is in the conversion pack)
and the red damage indicator was that of SWBF2 not BF1 as i recall, its to large for BF1
Hardcore wrote:I'm 90% sure thats SWBF2 modded to be like SWBF1- the animations, skeletons not being possible and so on, along with the style of a mostly redon CC doesn't seem worth it (being different in the count of how it is in the conversion pack)
and the red damage indicator was that of SWBF2 not BF1 as i recall, its to large for BF1
That's a long way to go just to trick people. That has the ingame interface set up exactly like SWBF1's - and that's a lot of work. It's not just the unit textures/models, it's everything - there's no cloth, the CPs/HUD show green for friendlies, the HUD is exactly the same as SWBF1's... as sure as you may be, I am positive moreso that it is just Yoda set up correctly (whatever that may mean).