Yoda

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Frog
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Yoda

Post by Frog »

ok i no about scaleing and stuff, and i have a question, why hasnt anyone just scaled the clone trooper down to yoda size which is "SkeletonRootScale = "0.342974" if u can scale the animation and msh down to that wont u end up having a very small SWBF2 yoda??
MileHighGuy
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Re: Yoda

Post by MileHighGuy »

i think ill try that :P
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Frog
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Re: Yoda

Post by Frog »

yes thanks cu zi wanna see if my idea works cuz i havent really got scaleing down yet, its hard idk wat soldier file to scale theres so many
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giftheck
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Re: Yoda

Post by giftheck »

Somebody ported the Yoda skeleton once (possibly Napseeker), but it had problems, such as the Yoda unit "gliding" instead of walking/running.
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Ka-Ching
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Re: Yoda

Post by Ka-Ching »

it was nexus,he's trying to figuire out what nexus did (i should know he's my friend)
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DarthD.U.C.K.
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Re: Yoda

Post by DarthD.U.C.K. »

as far as i know you cant use custom skeletons/anims in battlefront 1
and therefore you cant scale units down because they need to be scaled via scaling the anims, the odf entry is additional
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giftheck
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Re: Yoda

Post by giftheck »

Battlebelk explained it can be done. And I've seen it done in BF1 because there was a double-pistol animation done. Also, I've seen Yoda done, although it was incomplete.
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Re: Yoda

Post by BattleBelk »

Gamorreans on Jabba uses custom skeleton animation
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DarthD.U.C.K.
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Re: Yoda

Post by DarthD.U.C.K. »

hmm looking into the swbf1-assets i dont see any differences in the animation/skeleton system
somewhere i heard is was different
anyway there should be no problem of porting the skeleton or scaling it down via animations
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giftheck
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Re: Yoda

Post by giftheck »

Specifically with Yoda, I think the problem is that Yoda, as a Jedi unit, uses a 'Combo' animation system.
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Re: Yoda

Post by MileHighGuy »

BattleBelk wrote:why you cant munge animations?

BFBuilder\Assets\Shipped Common Animations\

copy a folder to your mod project

BFBuilder\Data<ModId>\Common\Animations\

and then go to animation folder for example

BFBuilder\Data<ModId>\Common\Animations\all_fly_snowspeeder\

and run munge.bat

but before run you can look at this file, for example:

Code: Select all

@call ..\munge_animation.bat "/keepframe0 /specialquathack" ..\..\..\sides\all
that means munged .zaabin and .zafbin will appear in

BFBuilder\Data<ModId>\Sides\ALL\munged\

of course if you have this side folder
this way you can munge animations but for some reason i cannot scale them with the bf2 scale command
(/scale #.# /)
and i have tried with the scale command used in swbf2 yoda's munge.bat (root scale something) an both were unsuccessful

and when i used edited version of munge.bat from the common human animations with only yodas bf2 basepose in the yoda1 folder

Code: Select all

@call ..\munge_animation.bat "/keepframe0 /scale 0.4 / dest yoda1.zaf /comp_debug 0 /debug" ..\..\..\sides\yda
they do not munge (but they do produce a zat file)
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