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Re: New animations

Posted: Thu Mar 31, 2011 4:53 pm
by MileHighGuy
Which bat do I edit (common.bat?) and what do I change?

Re: New animations

Posted: Thu Mar 31, 2011 4:55 pm
by fasty
It should be called "Munge.bat" and you can open .bat's in notepad.

Re: New animations

Posted: Thu Mar 31, 2011 6:27 pm
by MileHighGuy
I don't get what you're saying, what i am doing is munging some animations, then placing the zaabin and zafbin files in the munged folder in Interface_Tool\Custom\Common\munged. what else do I need to do?

Re: New animations

Posted: Thu Mar 31, 2011 6:44 pm
by THEWULFMAN
are you adding the right lines to your odf?

Re: New animations

Posted: Thu Mar 31, 2011 8:52 pm
by bamdur123
sorry for being generic i had to go when ip osted that. here is what i did

go to your interface tools folder

open common.bat in notepad it shoudl look like this
Hidden/Spoiler:
[code]@del /q _BUILD_PC\Common\munged\*.*
@del /q Custom\Common\munged\*.*

@cd ToolsFL\Bin

modelmunge -sourcedir ..\..\Custom\Common -platform pc -inputfile !*.msh -outputdir ..\..\Custom\Common\munged\ -maxbones 16 -continue -righthanded
texturemunge -sourcedir ..\..\Custom\Common -platform pc -inputfile !*.tga !*.pic -outputdir ..\..\Custom\Common\munged\ -continue
configmunge -sourcedir ..\..\Custom\Common -platform pc -inputfile !*.fx -outputdir ..\..\Custom\Common\munged\ -continue
odfmunge -sourcedir ..\..\Custom\Common -platform pc -inputfile !*.odf -outputdir ..\..\Custom\Common\munged\ -continue

xcopy /y ..\..\Data\Common\common.req ..\..\_BUILD_PC\Common\munged\
xcopy /y ..\..\Data\Common\munged\*.* ..\..\_BUILD_PC\Common\munged\
xcopy /y ..\..\Custom\Common\munged\*.* ..\..\_BUILD_PC\Common\munged\

levelpack -sourcedir ..\..\_BUILD_PC\Common\munged -platform pc -inputdir ..\..\_BUILD_PC\Common\munged\ -outputdir ..\..\_LVL_PC\Common\ENG\ -inputfile common.req -continue

@move /y modelmunge.log ..\..\_BUILD_PC\Common\
@move /y texturemunge.log ..\..\_BUILD_PC\Common\
@move /y configmunge.log ..\..\_BUILD_PC\Common\
@move /y odfmunge.log ..\..\_BUILD_PC\Common\
@move /y levelpack.log ..\..\_BUILD_PC\Common\
@pause[/code]
remove the line that says
@del /q Custom\Common\munged\*.*

now go to custom/common/munged


your new munged animationsm will go here. they can only be the human animations or ones found in shipped common animations. (im sitll working on getting these into side)

Re: New animations

Posted: Fri Apr 01, 2011 12:58 pm
by giftheck
bamdur123 wrote:sorry for being generic i had to go when ip osted that. here is what i did

go to your interface tools folder

open common.bat in notepad it shoudl look like this
Hidden/Spoiler:
[code]@del /q _BUILD_PC\Common\munged\*.*
@del /q Custom\Common\munged\*.*

@cd ToolsFL\Bin

modelmunge -sourcedir ..\..\Custom\Common -platform pc -inputfile !*.msh -outputdir ..\..\Custom\Common\munged\ -maxbones 16 -continue -righthanded
texturemunge -sourcedir ..\..\Custom\Common -platform pc -inputfile !*.tga !*.pic -outputdir ..\..\Custom\Common\munged\ -continue
configmunge -sourcedir ..\..\Custom\Common -platform pc -inputfile !*.fx -outputdir ..\..\Custom\Common\munged\ -continue
odfmunge -sourcedir ..\..\Custom\Common -platform pc -inputfile !*.odf -outputdir ..\..\Custom\Common\munged\ -continue

xcopy /y ..\..\Data\Common\common.req ..\..\_BUILD_PC\Common\munged\
xcopy /y ..\..\Data\Common\munged\*.* ..\..\_BUILD_PC\Common\munged\
xcopy /y ..\..\Custom\Common\munged\*.* ..\..\_BUILD_PC\Common\munged\

levelpack -sourcedir ..\..\_BUILD_PC\Common\munged -platform pc -inputdir ..\..\_BUILD_PC\Common\munged\ -outputdir ..\..\_LVL_PC\Common\ENG\ -inputfile common.req -continue

@move /y modelmunge.log ..\..\_BUILD_PC\Common\
@move /y texturemunge.log ..\..\_BUILD_PC\Common\
@move /y configmunge.log ..\..\_BUILD_PC\Common\
@move /y odfmunge.log ..\..\_BUILD_PC\Common\
@move /y levelpack.log ..\..\_BUILD_PC\Common\
@pause[/code]
remove the line that says
@del /q Custom\Common\munged\*.*

now go to custom/common/munged


your new munged animationsm will go here. they can only be the human animations or ones found in shipped common animations. (im sitll working on getting these into side)
I think i should also state trying to add more animations aside from the stock ones crashes the game.

Re: New animations

Posted: Fri Apr 01, 2011 4:40 pm
by bamdur123
I havent tried that so i wouldnt know but if you made new animations you wouldu preferably put it in side. (somehow)

Re: SWBF Animations Talk and Discussion

Posted: Fri Apr 08, 2011 11:02 pm
by MileHighGuy
This may be a shot in the dark but have you tried adding a custom common.lvl to
mapname\Data\_LVL_PC\ (from here is where you would make the folders) Common\ENG (or what ever language name) ?

Re: SWBF Animations Talk and Discussion

Posted: Sat Apr 09, 2011 1:40 pm
by bamdur123
I have thought about it but never tried.

Re: SWBF Animations Talk and Discussion

Posted: Tue May 10, 2011 5:51 pm
by MileHighGuy
MileHighGuy wrote:This may be a shot in the dark but have you tried adding a custom common.lvl to
mapname\Data\_LVL_PC\ (from here is where you would make the folders) Common\ENG (or what ever language name) ?
I tried this and it did not work, the anims did not show up. It still does not mean it's impossible though.

Re: SWBF Animations Talk and Discussion

Posted: Tue May 31, 2011 6:47 am
by Herrmann
Does anybody know how to make and insert an animation into SWBF, similar to the water_splash animation on the Kashyyyk map from SWBF2?

Re: SWBF Animations Talk and Discussion

Posted: Thu Jun 02, 2011 12:22 am
by bamdur123
I think you mean effects not animation

Re: SWBF Animations Talk and Discussion

Posted: Fri Jun 03, 2011 7:10 am
by Herrmann
Err yes sorry that's what I meant.

Re: SWBF Animations Talk and Discussion

Posted: Fri Jun 03, 2011 7:13 am
by AQT
Just use the .fx file from the SWBF2 Kashyyyk assets.

Re: SWBF Animations Talk and Discussion

Posted: Fri Jun 03, 2011 7:17 am
by Herrmann
I'm sorry again, but I really don't know how to accomplish that, because I don't have the SWBF2 Mod Tools, which means I don't have any asset file either.