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Animations
Posted: Sat Dec 27, 2008 8:56 am
by Super_Clone
How do i munge animations? I downloaded all of Darth D.U.C.K.'s Duel pistol files, and i plan on using them in my map... any help would be greatly appreciated.
Re: Animations
Posted: Sat Dec 27, 2008 8:58 am
by RogueKnight
Well, not to discurage you, but I couldn't get them to work.
Anyways, just make sure you edited the munge.bat in your animations folder, then run it.
Re: Animations
Posted: Sat Dec 27, 2008 9:04 am
by Super_Clone
But thats the problem... i cant keep trying cause i cant even find a tut on how to do it.........
Re: Animations
Posted: Sat Dec 27, 2008 9:08 am
by RogueKnight
There isn't one that i know of, but since I cant look it up right now, can you give me these things?
Name of the files in your animation folder
Open up your munge.bat file in notepad and post it here.
Re: Animations
Posted: Sat Dec 27, 2008 9:12 am
by Super_Clone
Calo pistols stand idle emote full, Calo pistols stand reload full, calo pistols stand shoot full, Jango pistols stand idel emote full, Jango pistols stand reload full, Jango pistols stand shoot full, and they all have .msh behind them of course.
Re: Animations
Posted: Sat Dec 27, 2008 9:14 am
by RogueKnight
what about your munge.bat file?
EDIT: Can you PM me too?
Re: Animations
Posted: Sat Dec 27, 2008 9:23 am
by Super_Clone
Im confused.... duck just shoulda released the duel pistols with already munged anims..
Re: Animations
Posted: Sat Dec 27, 2008 9:25 am
by RogueKnight
Yeah, I know. Do you have a munge.bat file?
Re: Animations
Posted: Sat Dec 27, 2008 12:27 pm
by Super_Clone
Code: Select all
@REM called from $\Animations\type\subfolder\
@REM all params are passed to zenasset
@REM if there are more than 9 parameters to pass, you can enclose all params in double quotes
@setlocal
@set MUNGE_ROOT_DIR=..\..\..
@if "%MUNGE_BIN_DIR%"=="" (
@set MUNGE_BIN_DIR=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin
@set PATH=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin;%PATH%
)
zenasset /multimsh /writefiles %~1 > ZenAsset.log
@mkdir %MUNGE_ROOT_DIR%\%2\MUNGED
binmunge -inputfile *.zaa -chunkid zaa_ -ext zaabin -outputdir %MUNGE_ROOT_DIR%\%2\MUNGED\
binmunge -inputfile *.zaf -chunkid zaf_ -ext zafbin -outputdir %MUNGE_ROOT_DIR%\%2\MUNGED\
del *.zaa
del *.zaf
move *.anims %MUNGE_ROOT_DIR%\%2\MUNGED\
@endlocal
Calo_pistols_stand_idle_emote_full.msh, Calo_pistols_stand_reload_full.msh,_calo pistols_stand_shoot_full.msh, Jango_pistols_stand_idel_emote_full.msh, Jango_pistols_stand_reload_full.msh, Jango_pistols_stand_shoot_full.msh
Re: Animations
Posted: Sat Dec 27, 2008 12:54 pm
by MileHighGuy
tut scaling up anims in everything u need thread just dont scale them

im having the same problem
Re: Animations
Posted: Sat Dec 27, 2008 2:36 pm
by DarthD.U.C.K.
MileHighGuy wrote:tut scaling up anims in everything u need thread just dont scale them

im having the same problem
thats it- thanks ,
i posted it about 5 times before
mixing anims is incredibly easy !!!!!!!!!!!!
the only hard thing is to make the transitions beween them good looking if you make saber anims, but thats more a combo-related thing)
(please red the readme that comes with the assets, it clears a few things that you need to get the anims to work)