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Darth D.U.C.K's dual pistol animations problem.

Posted: Mon Aug 16, 2010 5:11 pm
by General_Nate
Hello GT! I have another problem. As the title states, I can't quite get Darth D.U.C.K's duel pistol animations to work right.

I followed THIS tutorial to the 'T', Minus the red steps, and munged the new animations. I got all three of the animation files successfully into my sides MUNGED folder.

Here is my soldier odf:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "cis_inf_default"
GeometryName = "cis_inf_magnaguard.msh"

[Properties]
GeometryName = "cis_inf_magnaguard"
GeometryLowRes = "cis_inf_magnaguard_low1"

AnimationName = "jango" //Jango is what I called the animations

SkeletonName = "magnaguard"
SkeletonLowRes = "magnaguardlz"
SkeletonRootScale = "1.24"

AnimatedAddon = "left_gun"
GeometryAddon = "rep_weap_inf_chaingun"
AddonAttachJoint = "bone_L_hand"


CollisionHeadOffset = "0.0 0.0 0.0"

FirstPerson = "CIS\cisoff;cis_1st_magnaguard"

MinFootHeight = 0.3

UnitType = "support"

PointsToUnlock = 0

MaxHealth = 1000
AddHealth = 10

WEAPONSECTION = 1
WeaponName = "ChaingunX2"
WeaponAmmo = 0

CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 4"
TiltValue = "10.0"

CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "10.0"
CameraBlendTime = "0.75"

CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 5.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"

VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"

VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
And here is my gun odf:
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "cannon"
GeometryName = "rep_weap_inf_chaingun.msh"

[Properties]
AnimationBank = "pistol"
GeometryName = "rep_weap_inf_chaingun"
OrdnanceName = "ter_inf_chaingun_ord"


//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "0"
AITargetBuilding = "0"

MinRange = "0"
OptimalRange = "48"
MaxRange = "80"

LockOnRange = "48.0"
LockTime = "0.1"
lockOnAngle = "1.0"

ZoomMin = "2.5"
ZoomMax = "2.5"
ZoomRate = "0.0"

YawSpread = "0.25"
PitchSpread = "0.25"

SpreadPerShot = "0.125"
SpreadRecoverRate = "1.0"
SpreadThreshold = "1.5"
SpreadLimit = "2.5"

StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "0"
ShotDelay = "0.0"
ReloadTime = "0"
HeatRecoverRate = "0.30"
HeatThreshold = "0.2"
HeatPerShot = "0.005"

WarmUpTime = 0.0
CoolDownTime = 1.5

SalvoCount = "2"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"

DisplayRefire = "0"

//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************

MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = "0.025"
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "1"
RecoilStrengthHeavy = "1"
RecoilDecayLight = "0.0"
RecoilDecayHeavy = "0.0"
And all I get is my Terminator walking around with the normal Magnagaurd animations, and a gun attached to it's left arm, that doesn't shoot.

If anyone who has gotten the animations to work, or knows how to get them to work would like to help, I would be very grateful! :thumbs: :thumbs: :thumbs: Thanks.

Re: Darth D.U.C.K's duel pistol animations problem.

Posted: Mon Aug 16, 2010 5:23 pm
by AQT
You are referencing the magnaguard skeleton/animations after your custom animation in the ODF which results in your unit using the magnaguard skeleton/animations. You can't have both like that. What I'd do is mix the magnguard premunged animation files with that of the dual pistols and munge a whole new animation set. The only problem is whether the stock magnaguard skeleton supports D.U.C.K.'s dual pistols.

Re: Darth D.U.C.K's duel pistol animations problem.

Posted: Mon Aug 16, 2010 7:33 pm
by General_Nate
AQT wrote:You are referencing the magnaguard skeleton/animations after your custom animation in the ODF which results in your unit using the magnaguard skeleton/animations. You can't have both like that. What I'd do is mix the magnguard premunged animation files with that of the dual pistols and munge a whole new animation set. The only problem is whether the stock magnaguard skeleton supports D.U.C.K.'s dual pistols.
I removed the magnegaurd skeleton entirely, and I still got the same results, just he was using the human skeleton. I think I made a mistake in munging the animations. Since I will retry it, how do you combine animations like you said?

Re: Darth D.U.C.K's duel pistol animations problem.

Posted: Mon Aug 16, 2010 7:46 pm
by AQT
Go to assets\SoldierAnimationBank\magnaguard and copy the three MSH files to the folder where you munged the dual pistol animations. Make sure you use the magnaguard's basepose. Rename the other two files so that the magnaguard part is jango, reflecting the name of your animation folder.

EDIT: Actually all you need really is the magnaguard's basepose, the other two aren't necessary.

Re: Darth D.U.C.K's duel pistol animations problem.

Posted: Tue Aug 17, 2010 12:48 pm
by General_Nate
AQT wrote:Go to assets\SoldierAnimationBank\magnaguard and copy the three MSH files to the folder where you munged the dual pistol animations. Make sure you use the magnaguard's basepose. Rename the other two files so that the magnaguard part is jango, reflecting the name of your animation folder.

EDIT: Actually all you need really is the magnaguard's basepose, the other two aren't necessary.
Darn it... I did that, and added the Magnegaurd skeleton back in the odf, and I got back where I started: The Terminator walking around with a purse that looks like a gun.

In the gun odf, could the 'Class label = "cannon"' be a problem?

Re: Darth D.U.C.K's duel pistol animations problem.

Posted: Tue Aug 17, 2010 12:54 pm
by AQT
The weapon ODF is independent of how your animation looks. Now why would you reference the magnaguard skeleton in your ODF again? You should put the following lines instead:

Code: Select all

SkeletonName = "jango"
SkeletonLowRes = "magnaguardlz" 
You don't need to have the AnimationName line anymore since, if you did what I suggested, your jango animation set now uses the magnaguard skeleton along with the dual pistol animations.

Re: Darth D.U.C.K's duel pistol animations problem.

Posted: Tue Aug 17, 2010 1:30 pm
by DarthD.U.C.K.
the weaponodf is not independent from what the anims look ingame because the animationbank in it will determinate which animations are used for it ingame. so if the doublepistolanims are called jango_pistols_whatever you have to give your weapon the animbank pistols or the anims wont be used

Re: Darth D.U.C.K's dual pistol animations problem.

Posted: Sat Aug 21, 2010 8:12 pm
by General_Nate
DarthD.U.C.K. wrote:the weaponodf is not independent from what the anims look ingame because the animationbank in it will determinate which animations are used for it ingame. so if the doublepistolanims are called jango_pistols_whatever you have to give your weapon the animbank pistols or the anims wont be used
Ah ha! This seemed to be the problem.

I did what AQT said, and it stayed the same. (However, that was very helpful.)

And then I checked the animation .mshes in the animations folder, and the word pistol was plural.

So, I changed the gun odf to pistols, and it crashed upon spawning with the error:
Hidden/Spoiler:
Message Severity: 3
.\Source\DisplaySoldier.cpp(349)
DisplaySoldier 'ter_inf_commanderX2' failed to find animmap jango_
It's getting closer! I can almost taste it! Thanks for all the help you've given me so far. You guys rock. :greeny:

Re: Darth D.U.C.K's dual pistol animations problem.

Posted: Sat Aug 21, 2010 8:20 pm
by kinetosimpetus
The bank is singular.

Re: Darth D.U.C.K's dual pistol animations problem.

Posted: Sat Aug 21, 2010 8:49 pm
by General_Nate
kinetosimpetus wrote:The bank is singular.
The regular one is, yes. But the one I'm using is plural. Whatever is in the animation .msh file name is what the bank is called. So if my animation is epic_pistols_stand, or whatever, I have to use the bank name pistols.

I think my problem is it can't find the animations in the animation folder.

Here is where I munged them:
C:\BF2_ModTools\data_TER\Animations\SoldierAnimationBank\jango
Inside jango is where all the munge.bat and animation .mshs are. Is that the right place?

Re: Darth D.U.C.K's dual pistol animations problem.

Posted: Sat Aug 21, 2010 9:03 pm
by AQT
Try renaming "pistols" to "pistol" in the MSH files.
General_Nate wrote:Inside jango is where all the munge.bat and animation .mshs are. Is that the right place?
That is correct.
So if my animation is epic_pistols_stand...
Is it? If it is, that is most likely the cause of your problem here.

Re: Darth D.U.C.K's dual pistol animations problem.

Posted: Sat Aug 21, 2010 9:40 pm
by General_Nate
AQT wrote:Try renaming "pistols" to "pistol" in the MSH files.
General_Nate wrote:Inside jango is where all the munge.bat and animation .mshs are. Is that the right place?
That is correct.
So if my animation is epic_pistols_stand...
Is it? If it is, that is most likely the cause of your problem here.
Alright! Thanks! I tried the renaming to pistol in the animation name, and I got this:
Hidden/Spoiler:
Image
So close!!! I think the game isn't recognizing the addon to be a gun.

Here is my odf:
Hidden/Spoiler:
[quote="ter_inf_commanderX2"][GameObjectClass]
ClassParent = "cis_inf_default"
GeometryName = "cis_inf_magnaguard.msh"

[Properties]
GeometryName = "cis_inf_magnaguard"
GeometryLowRes = "cis_inf_magnaguard_low1"



SkeletonName = "jango"
SkeletonLowRes = "magnaguardlz"
SkeletonRootScale = "1.24"

AnimatedAddon = "left_gun"
GeometryAddon = "rep_weap_inf_chaingun"
AddonAttachJoint = "bone_L_hand"


CollisionHeadOffset = "0.0 0.0 0.0"

FirstPerson = "CIS\cisoff;cis_1st_magnaguard"

MinFootHeight = 0.3

UnitType = "support"

PointsToUnlock = 0

MaxHealth = 1000
AddHealth = 10

WEAPONSECTION = 1
WeaponName = "ChaingunX2"
WeaponAmmo = 0

CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 4"
TiltValue = "10.0"

CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "10.0"
CameraBlendTime = "0.75"

CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 5.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"

VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"

VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
[/quote]
The addon gun doesn't shoot, ether. How do I get the game to recognize it to be a gun, and for it to actually shoot?

And, the epic_pistols_stand thing was an example. :wink:

Re: Darth D.U.C.K's dual pistol animations problem.

Posted: Sat Aug 21, 2010 9:54 pm
by AQT
General_Nate wrote:I think the game isn't recognizing the addon to be a gun.
Yeah, you need a version of the gun that is set up properly as an addon so that it appears correctly in the left hand of a unit.
The addon gun doesn't shoot, ether. How do I get the game to recognize it to be a gun, and for it to actually shoot?
There's a dual pistol ODF around the forum somewhere that makes it look like it's shooting from two separate guns. You can take a look at that for reference I suppose.

Re: Darth D.U.C.K's dual pistol animations problem.

Posted: Sat Aug 21, 2010 9:54 pm
by kinetosimpetus
General_Nate wrote:
The addon gun doesn't shoot, ether. How do I get the game to recognize it to be a gun, and for it to actually shoot?
You can't, you can only make an illusion of shooting from both guns using shot patterns to spread the shots to the sides.

Are you using his new doubleweapon skeleton with the second hp_weapons instead of bone_l_hand? if not, the addon model must be editted.

Re: Darth D.U.C.K's dual pistol animations problem.

Posted: Sun Aug 22, 2010 10:18 am
by General_Nate
Yeah, you need a version of the gun that is set up properly as an addon so that it appears correctly in the left hand of a unit.
Hm. I experimented with moving and rotating addons a while ago, and I think that would work, as long as it doesn't need Hard points.
There's a dual pistol ODF around the forum somewhere that makes it look like it's shooting from two separate guns. You can take a look at that for reference I suppose.
Ok, I'll do a search, and see what I find. Thanks!
You can't, you can only make an illusion of shooting from both guns using shot patterns to spread the shots to the sides.
That's what I meant.
Are you using his new doubleweapon skeleton with the second hp_weapons instead of bone_l_hand? if not, the addon model must be editted.
I have no idea. I'm using:

jango_pistol_stand_idle_emote_full.msh
jango_pistol_stand_reload_full.msh
jango_pistol_stand_shoot_full.msh
And the basepose .msh of the Magnagaurd.

If it does have to be edited with hard points/bones, I guess I'm done here... :cry:

Re: Darth D.U.C.K's dual pistol animations problem.

Posted: Sun Aug 22, 2010 1:14 pm
by kinetosimpetus

Re: Darth D.U.C.K's dual pistol animations problem.

Posted: Sun Aug 22, 2010 2:17 pm
by AQT
Well according to DarthD.U.C.K. you can't use the "doubleweapon" skeleton with units who use their own custom skeleton, in this case the magnaguard. You'll just have to use an addon for the left gun then unless you want your Terminator to be bulk down. Besides, the chaingun you're using is asymmetrica,l so if you use the "doubleweapon" skeleton the right and left guns would end up being mirror images of each other.

Re: Darth D.U.C.K's dual pistol animations problem.

Posted: Sun Aug 22, 2010 2:56 pm
by General_Nate
Since I can't use the double weapon animation with the Magnagaurd, I think I'll stick with what I have.

I experimented with the Chaingun.msh in Milkshape, and ran through a trial and error session, and I got the chaingun facing the right direction, and in the right spot. Now, I just need to have a muzzle flash on the new gun. In another of my modding topics, they said that you can off set the fire point in the unit odf. How do you have them both fire at the same time? Do I need a second aimer like the droideka? If so, I think I should set the fire point of the second aimer to the one in the right hand, and then offset it. Am I right?