Sorry to bother everyone about this problem again, I always seem to fail at rescaling units and my previous posts aren't helping me this time. I am attempting to re-scale the darktrooper and I followed the tutorial to the letter. I used the clone commander anims (arbitrary choice) and renamed them to "darktrooper.zaf, zaa, anim. However, when I hit the munge in the root of my sides animation folder, it doesn't munge the animation properly. I can go into the individual anim folders and use the munge there to get the files but those don't seem to be working since the darktrooper does not scale up ingame. I added these lines to the darktrooper odf
and I included the -scale 1.5 to the darktrooper msh.option file. I assume this means that I am doing something wrong with the animations then. I did everything that was in the tutorial.
I think your problem is you put munged files in your animations folder. Try useing the .msh animations in the stock assets. Here is a good tutorial
Hidden/Spoiler:
[code]1. Go to the BF2_ModTools\assets\Animations\ folder and copy the munge.bat clean.bat and munge_subdir.bat files.
2. Paste them in the data_YOURMAPID\Animations\ folder
3. Open the munge.bat (rightclick->edit) and delete all lines except the first three 4 lines.
4. Change the "human0" entry in the "@call munge_subdir.bat SoldierAnimationBank\human_0" line to the name of your new animset, ill call it "elite".
5. Open the "SoldierAnimationBank" folder -you will see a folder called "template" inside- rename it to "elite".
6. When you open this folder you will see another munge.bat, open it and it will look like this:
"@call ..\munge_animation.bat "/keepframe0 /dest aalya.zaf" Sides\REP" rename "REP" to the side you want to munge your animation to.
7. Rename "aalya.zaf" to "elite.zaf", close and save the munge.bat
8. Now go to the "BF2_ModTools\assets\Animations\SoldierAnimationBank\human_0" folder, copy the basepose.msh file and paste it in your "elite" folder.
9. Copy and paste the animations which came with this pack also in the "elite" folder.
10.Animationnames are set up like this:
"elite_pistol_stand_runforward_upper.msh"
"elite" determinates the animationset, if you name your animset differently you have to rename the prefix of all animations.
"pistol" is the name of the animationbank, that means that in this case all pistols will use this animation
(other animbanks are tool,meele,bazooka etc.).
"stand" is the posture, battlefront knows four postures: stand,standaler,crouch and crouchalert, the animposture is used after a wepon was fired.
"runforward" is the name of the state in which this animation is played. (other states are idle_emote,shoot,reload,jump etc. ).
and the "upper"-extension defines for which part of the body the animation is applied in this case its the upperbody.
usually only the "upper"-, and "full" or no extensions are used. if you use "upper" the lowerbody will use the stock animation for this state.
11.Now launch the munge.bat in the "Animations" folder. If you've done everything right you will now have "elite.anims","elite.zafbin" and
"elite.zaabin" in the "munged" folder of the side you've choosen.
12.Open the odf of the unit you want to give the the new anim and write "AnimationName = "elite"" under "[Properties]"
13.Munge your map and enjoy the new animations![/code]