Jedi Animations Bug [Solved]

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Soulshard
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Jedi Animations Bug [Solved]

Post by Soulshard »

It's probably not going to be first time you guys will be reading about custom sides problems but please hear me out... :bowdown:

I've began recently modding GCW Mygeeto world, everything went fine, at the beginning of making custom side I created 2 new jedi units to add them to existing sides - 1 to ALL and 1 to IMP. In level scripts I added first one - jedi_knight_01 with mace windu animation set and .combo file - I do not need to create custom ones right now. Anyway, I munged only with this one, and it worked, everything seemed just fine. Then I munged only with the second one - jedi_dark_01 with kiadimundi anims set, and again everything worked, both custom jedi dark anims and luke hero ones.

But it keeps gettin' better and better, because when I've munged both of them (jedi_knight_01 added to ALL, jedi_dark_01 added to IMP) jedi_knight_01 animation got messed up, it only attacks once on the ground, it freezes during dash attack, and it crashes to windows during jump attack(the same thing occurs as I try to choose luke - game crashes to windows). The weird thing is that jedi_dark_01 animation works just fine, no gliches, bugs, freezes etc., while both jedi_knight_01 and hero luke become unplayable. :faint:

Is this happening because default mygeeto level can succesfully load only 2 jedi anims sets? Or it is because these animations aren't compatible with each other?(or something like that).

If anyone knows a solution to this please let me know.
(BTW, sorry for my english...)
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Re: Jedi Animations Bug

Post by DarthD.U.C.K. »

can you post your bf2log? if you dont know what this is, look into the everything you need thread
it sounds like the animations dont have enough memorypool
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Re: Jedi Animations Bug

Post by Soulshard »

can you post your bf2log? - DarthD.U.C.K.
The point is that i can't, i have "instert cd 1" error while launching BF2_modtools, although i have DVD version, i'm trying to fix that too recently... :cry:
it sounds like the animations dont have enough memorypool - DarthD.U.C.K.
If you're talking about MemoryPool inside level script file in BF2_ModTools\data_***\Common\scripts\***, they are set:

Code: Select all

     SetMemoryPoolSize("Aimer", 80)
     SetMemoryPoolSize("Combo", 6)
     SetMemoryPoolSize("Combo::State", 72)
     SetMemoryPoolSize("Combo::Transition", 72)
     SetMemoryPoolSize("Combo::Condition", 72)
     SetMemoryPoolSize("Combo::Attack", 60)
     SetMemoryPoolSize("Combo::DamageSample", 660)
     SetMemoryPoolSize("Combo::Deflect", 50)
     SetMemoryPoolSize("EntityCloth", 37)
     SetMemoryPoolSize("EntityHover", 7)
     SetMemoryPoolSize("EntityFlyer", 6)
     SetMemoryPoolSize("EntityLight", 36)
     SetMemoryPoolSize("MountedTurret", 14)
     SetMemoryPoolSize("Obstacle", 500)
     SetMemoryPoolSize("PathNode", 512)
     SetMemoryPoolSize("EntitySoundStream", 1)
     SetMemoryPoolSize("EntitySoundStatic", 76)     
     SetMemoryPoolSize("TreeGridStack", 300)
     SetMemoryPoolSize("Weapon", 260)
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Re: Jedi Animations Bug

Post by DarthD.U.C.K. »

ok, this is a bit too low..

Code: Select all

    
    SetMemoryPoolSize ("ClothData",20)
    SetMemoryPoolSize ("Combo",30)              -- should be ~ 2x number of jedi classes
    SetMemoryPoolSize ("Combo::State",500)      -- should be ~12x #Combo
    SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Condition",500)  -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Attack",400)     -- should be ~8-12x #Combo
    SetMemoryPoolSize ("Combo::DamageSample",4000)  -- should be ~8-12x #Combo::Attack
    SetMemoryPoolSize ("Combo::Deflect",88)     -- should be ~1x #combo
try this, if it works you can lower the pools
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Re: Jedi Animations Bug

Post by Soulshard »

No effect... :?
Maybe the values are too low???
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Re: Jedi Animations Bug

Post by MetalcoreRancor »

Post your .combo files.
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Re: Jedi Animations Bug

Post by Soulshard »

As I've said, these .combo files are mace and kiadimundi default ones I copied from assets folder and renamed them, I won't copy them to code tags (very long) so I'll attach them to post:
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Re: Jedi Animations Bug

Post by MetalcoreRancor »

Let me get this straight.. Luke crashes when you click him, the jedi knight crashes when you jump attack?

2 different issues. Luke is crashing due to odf coding, knight is crashing due to an issue with jump attack. It is probably missing the explosion file referenced that Mace needs.
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Re: Jedi Animations Bug

Post by Soulshard »

Luke is crashing due to odf coding - MetalcoreRancor
It's possible, but then why Luke is crashing when i munge 2 jedis, but not when i munge 1? it is also due to .odf coding?
knight is crashing due to an issue with jump attack. It is probably missing the explosion file referenced that Mace needs. - MetalcoreRancor
Again, why only when 2 jedis are munged? I tried changing anims set and combo files to different ones, and knight always crashes with jump attacks, freezes with dash attacks, and attacks only with 1st swing.
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Re: Jedi Animations Bug

Post by DarthD.U.C.K. »

well, you cant just give an unit the anim you want, the freezing and 1st attackproblem can be caused by using the wrong combo

do you have the effects for maces groundcrack in your effects folder?
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Re: Jedi Animations Bug

Post by Soulshard »

you cant just give an unit the anim you want, the freezing and 1st attackproblem can be caused by using the wrong combo - DarthD.U.C.K.
Yes, I know, that's why I gave them both anims and combo of Kiadimundi for jedi_dark_01, and Mace for jedi_knight_01.
do you have the effects for maces groundcrack in your effects folder?
Yes, I do.
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Re: Jedi Animations Bug

Post by MetalcoreRancor »

I think you'd be better off reading my tutorial and following it.
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Re: Jedi Animations Bug

Post by Soulshard »

MetalcoreRancor wrote:I think you'd be better off reading my tutorial and following it.
I followed it from the beginning, when i started making custom jedi side.

Anyways, problem is solved, it was happening due to insufficient MemoryPoolSize, I was also stupid, and I placed it in incorrect place in the script :oops: , not here:
Hidden/Spoiler:
function ScriptInit()
StealArtistHeap(2048 * 1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(4030000)
ReadDataFile("ingame.lvl")
---
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50)
SetMemoryPoolSize ("Combo::State",650)
SetMemoryPoolSize ("Combo::Transition",650)
SetMemoryPoolSize ("Combo::Condition",650)
SetMemoryPoolSize ("Combo::Attack",550)
SetMemoryPoolSize ("Combo::DamageSample",6000)
SetMemoryPoolSize ("Combo::Deflect",100)
---
ReadDataFile("sound\\myg.lvl;myg1gcw")
but here:
Hidden/Spoiler:
-- Level Stats
ClearWalkers()
-- AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) -- ATst- 2 legged Walkers
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
SetMemoryPoolSize("Aimer", 80)
SetMemoryPoolSize("EntityCloth", 50)
SetMemoryPoolSize("EntityHover", 15)
SetMemoryPoolSize("EntityFlyer", 15)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("MountedTurret", 20)
---
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50)
SetMemoryPoolSize ("Combo::State",650)
SetMemoryPoolSize ("Combo::Transition",650)
SetMemoryPoolSize ("Combo::Condition",650)
SetMemoryPoolSize ("Combo::Attack",550)
SetMemoryPoolSize ("Combo::DamageSample",6000)
SetMemoryPoolSize ("Combo::Deflect",100)
---
SetMemoryPoolSize("Obstacle", 700)
SetMemoryPoolSize("PathNode", 712)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 76)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("Weapon", 260)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("PathFollower", 23)
That's why he didn't want to load all of my jedis anims, but everything is fine now, so thanks all of you for helping me, I really appreciate it. :bowdown:

Need to be careful in future.
Topic can be locked now.
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