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"undefined weapon animbank" [Solved]

Posted: Sun Jan 20, 2013 3:03 pm
by Glitch25
I'm converting the original BF1 sides. I'd like to include the BF1 animations as well but I continue to run into these errors. With no prior knowledge about animation, other than how to use it in the odf's. I am unable to move forward with the side conversion.

I've placed the munged animations in C:\BF2_ModTools\data_ABC\Sides\bfu\munged
and C:\BF2_ModTools\data_ABC\Common\munged I may have done something wrong. :?

Could someone please help me out?
Hidden/Spoiler:
[code]Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2113)
Weapon "rep_weap_inf_powerup_dispenser" uses undefined weapon animbank "grenade"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2113)
Weapon "rep_weap_inf_haywiredetonator" uses undefined weapon animbank "grenade"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2113)
Weapon "rep_weap_inf_crackgrenade" uses undefined weapon animbank "grenade"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2113)
Weapon "rep_weap_inf_thermaldetonator" uses undefined weapon animbank "grenade"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2113)
Weapon "rep_weap_inf_mine_dispenser" uses undefined weapon animbank "grenade"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2113)
Weapon "rep_weap_inf_remotedroid" uses undefined weapon animbank "grenade"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2113)
Weapon "cis_weap_inf_mortar_launcher" uses undefined weapon animbank "bdroid"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2113)
Weapon "cis_weap_inf_powerup_dispenser" uses undefined weapon animbank "grenade"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2113)
Weapon "cis_weap_inf_wrist_blaster" uses undefined weapon animbank "sbdroid"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2113)
Weapon "cis_weap_inf_wrist_shrapnel" uses undefined weapon animbank "sbdroid"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2113)
Weapon "cis_weap_inf_wrist_rocket" uses undefined weapon animbank "sbdroid"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2113)
Weapon "cis_weap_inf_thermaldetonator" uses undefined weapon animbank "grenade"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2113)
Weapon "cis_weap_inf_mine_dispenser" uses undefined weapon animbank "grenade"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2113)
Weapon "cis_weap_inf_sniperrifle" uses undefined weapon animbank "bdroid"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2113)
Weapon "cis_weap_inf_remotedroid" uses undefined weapon animbank "grenade"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2113)
Weapon "cis_weap_inf_repeater" uses undefined weapon animbank "bdroid"[/code]

Re: "undefined weapon animbank"

Posted: Sun Jan 20, 2013 3:22 pm
by AceMastermind
The SWBF2 animations work fine with SWBF1 units, they use the same skeleton. SWBF1 didn't require a *.anims file for munged animations, but SWBF2 does. The BF2_modtools can generate *.anims files for munged animations.

Re: "undefined weapon animbank"

Posted: Sun Jan 20, 2013 3:49 pm
by Glitch25
AceMastermind wrote:SWBF1 didn't require a *.anims file for munged animations, but SWBF2 does. The BF2_modtools can generate *.anims files for munged animations.
How would I go about generating .anims files for each of the SWBF1 munged animations?

Re: "undefined weapon animbank"

Posted: Sun Jan 20, 2013 3:57 pm
by AceMastermind
Munge the SWBF1 animations using the BF2_modtools.

Re: "undefined weapon animbank"

Posted: Mon Jan 21, 2013 1:11 pm
by Glitch25
Thanks AceMastermind! :D I'm assuming this tutorial will work.
http://www.gametoast.com/forums/viewtop ... 27&t=20262

Edit: I've been attempting to munge SWBFI Animations. It's not working. I may have missed something I was hoping that someone here with prior experience could spot what I've done wrong.

When I munge they never appear in C:\BF2_ModTools\data_ABC\Sides\bfu\munged

Within each animation folder the munge.bat files are set up like this (Example Human Folder)
@call ..\munge_animation.bat "/keepframe0 /dest Human.zaf" Sides\BFU

munge.bat
Hidden/Spoiler:
[code]@REM munge.bat
@REM Calls %1\munge.bat for all animation subdirectories

@REM soldier animation banks
@call munge_subdir.bat Human\bdroid_sit_stap
@call munge_subdir.bat Human\human_bazooka_crouch_getdown_prone
@call munge_subdir.bat Human\human_bazooka_crouch_idle_emote
@call munge_subdir.bat Human\human_bazooka_crouch_idle_lookaround
@call munge_subdir.bat Human\human_bazooka_crouch_reload
@call munge_subdir.bat Human\human_bazooka_crouch_shoot
@call munge_subdir.bat Human\human_bazooka_crouch_walkbackward
@call munge_subdir.bat Human\human_bazooka_crouch_walkforward
@call munge_subdir.bat Human\human_bazooka_jump_land_hard
@call munge_subdir.bat Human\human_bazooka_jump_land_soft
@call munge_subdir.bat Human\human_bazooka_jump_pose
@call munge_subdir.bat Human\human_bazooka_prone_crawlbackward
@call munge_subdir.bat Human\human_bazooka_prone_crawlforward
@call munge_subdir.bat Human\human_bazooka_prone_getup_crouch
@call munge_subdir.bat Human\human_bazooka_prone_getup_stand
@call munge_subdir.bat Human\human_bazooka_prone_reload
@call munge_subdir.bat Human\human_bazooka_prone_shoot
@call munge_subdir.bat Human\human_bazooka_stand_diveroll_forward
@call munge_subdir.bat Human\human_bazooka_stand_getdown_prone
@call munge_subdir.bat Human\human_bazooka_stand_idle_emote
@call munge_subdir.bat Human\human_bazooka_stand_idle_lookaround
@call munge_subdir.bat Human\human_bazooka_stand_reload
@call munge_subdir.bat Human\human_bazooka_stand_runbackward
@call munge_subdir.bat Human\human_bazooka_stand_runforward
@call munge_subdir.bat Human\human_bazooka_stand_shoot
@call munge_subdir.bat Human\human_bazooka_stand_walkbackward
@call munge_subdir.bat Human\human_bazooka_stand_walkforward
@call munge_subdir.bat Human\human_bdroid_stand_runforward
@call munge_subdir.bat Human\human_bdroid_stand_shoot
@call munge_subdir.bat Human\human_drive
@call munge_subdir.bat Human\human_grenade_prone_shoot
@call munge_subdir.bat Human\human_grenade_stand_charge
@call munge_subdir.bat Human\human_grenade_stand_shoot
@call munge_subdir.bat Human\human_grenade_stand_shoot2
@call munge_subdir.bat Human\human_grenade_stand_shoot3
@call munge_subdir.bat Human\human_lascannon_stand_runforward
@call munge_subdir.bat Human\human_man_gun
@call munge_subdir.bat Human\human_man_minigun
@call munge_subdir.bat Human\human_observeinstruments
@call munge_subdir.bat Human\human_pistol_crouch_idlealert
@call munge_subdir.bat Human\human_pistol_crouch_reload
@call munge_subdir.bat Human\human_pistol_crouch_shoot
@call munge_subdir.bat Human\human_pistol_prone_reload
@call munge_subdir.bat Human\human_pistol_prone_shoot
@call munge_subdir.bat Human\human_pistol_stand_idlealert
@call munge_subdir.bat Human\human_pistol_stand_reload
@call munge_subdir.bat Human\human_pistol_stand_shoot
@call munge_subdir.bat Human\human_ride
@call munge_subdir.bat Human\human_rifle_crouch_getdown_prone
@call munge_subdir.bat Human\human_rifle_crouch_hitleft
@call munge_subdir.bat Human\human_rifle_crouch_hitright
@call munge_subdir.bat Human\human_rifle_crouch_idle_emote
@call munge_subdir.bat Human\human_rifle_crouch_idlealert
@call munge_subdir.bat Human\human_rifle_crouch_reload
@call munge_subdir.bat Human\human_rifle_crouch_shoot
@call munge_subdir.bat Human\human_rifle_crouch_turnleft
@call munge_subdir.bat Human\human_rifle_crouch_turnright
@call munge_subdir.bat Human\human_rifle_crouch_walkbackward
@call munge_subdir.bat Human\human_rifle_crouch_walkforward
@call munge_subdir.bat Human\human_rifle_die
@call munge_subdir.bat Human\human_rifle_diveforward
@call munge_subdir.bat Human\human_rifle_jetpack_hover
@call munge_subdir.bat Human\human_rifle_jump
@call munge_subdir.bat Human\human_rifle_jumpfall
@call munge_subdir.bat Human\human_rifle_landhard
@call munge_subdir.bat Human\human_rifle_landsoft
@call munge_subdir.bat Human\human_rifle_prone_getup_crouch
@call munge_subdir.bat Human\human_rifle_prone_getup_stand
@call munge_subdir.bat Human\human_rifle_prone_hitfront
@call munge_subdir.bat Human\human_rifle_prone_hitleft
@call munge_subdir.bat Human\human_rifle_prone_hitright
@call munge_subdir.bat Human\human_rifle_prone_idle_emote
@call munge_subdir.bat Human\human_rifle_prone_idle_lookaround
@call munge_subdir.bat Human\human_rifle_prone_reload
@call munge_subdir.bat Human\human_rifle_prone_shoot
@call munge_subdir.bat Human\human_rifle_prone_turnleft
@call munge_subdir.bat Human\human_rifle_prone_turnright
@call munge_subdir.bat Human\human_rifle_prone_walkbackward
@call munge_subdir.bat Human\human_rifle_prone_walkforward
@call munge_subdir.bat Human\human_rifle_prone_walkleft
@call munge_subdir.bat Human\human_rifle_prone_walkright
@call munge_subdir.bat Human\human_rifle_stand_coverhead
@call munge_subdir.bat Human\human_rifle_stand_deathback01
@call munge_subdir.bat Human\human_rifle_stand_deathfront01
@call munge_subdir.bat Human\human_rifle_stand_getdown_prone
@call munge_subdir.bat Human\human_rifle_stand_getupback
@call munge_subdir.bat Human\human_rifle_stand_getupfront
@call munge_subdir.bat Human\human_rifle_stand_hitfront
@call munge_subdir.bat Human\human_rifle_stand_hitleft
@call munge_subdir.bat Human\human_rifle_stand_hitright
@call munge_subdir.bat Human\human_rifle_stand_idle_emote
@call munge_subdir.bat Human\human_rifle_stand_idle_lookaround
@call munge_subdir.bat Human\human_rifle_stand_idlealert
@call munge_subdir.bat Human\human_rifle_stand_reload
@call munge_subdir.bat Human\human_rifle_stand_runbackward
@call munge_subdir.bat Human\human_rifle_stand_runforward
@call munge_subdir.bat Human\human_rifle_stand_shoot
@call munge_subdir.bat Human\human_rifle_stand_turnleft
@call munge_subdir.bat Human\human_rifle_stand_turnright
@call munge_subdir.bat Human\human_rifle_stand_walkbackward
@call munge_subdir.bat Human\human_rifle_stand_walkforward
@call munge_subdir.bat Human\human_rifle_thrown_bouncebackhard
@call munge_subdir.bat Human\human_rifle_thrown_bouncebackmedium
@call munge_subdir.bat Human\human_rifle_thrown_bouncebacksoft
@call munge_subdir.bat Human\human_rifle_thrown_bouncefronthard
@call munge_subdir.bat Human\human_rifle_thrown_bouncefrontmedium
@call munge_subdir.bat Human\human_rifle_thrown_bouncefrontsoft
@call munge_subdir.bat Human\human_rifle_thrown_flail
@call munge_subdir.bat Human\human_rifle_thrown_flyingback
@call munge_subdir.bat Human\human_rifle_thrown_flyingfront
@call munge_subdir.bat Human\human_rifle_thrown_flyingleft
@call munge_subdir.bat Human\human_rifle_thrown_flyingright
@call munge_subdir.bat Human\human_rifle_thrown_landbackhard
@call munge_subdir.bat Human\human_rifle_thrown_landbackmedium
@call munge_subdir.bat Human\human_rifle_thrown_landbacksoft
@call munge_subdir.bat Human\human_rifle_thrown_landfronthard
@call munge_subdir.bat Human\human_rifle_thrown_landfrontmedium
@call munge_subdir.bat Human\human_rifle_thrown_landfrontsoft
@call munge_subdir.bat Human\human_rifle_thrown_restbacksoft
@call munge_subdir.bat Human\human_rifle_thrown_restfrontsoft
@call munge_subdir.bat Human\human_rifle_thrown_tumbleback
@call munge_subdir.bat Human\human_rifle_thrown_tumblefront
@call munge_subdir.bat Human\human_sbdroid_crouch_idle_emote
@call munge_subdir.bat Human\human_sbdroid_crouch_shoot
@call munge_subdir.bat Human\human_sbdroid_crouch_idle_lookaround
@call munge_subdir.bat Human\human_sbdroid_crouch_walkbackward
@call munge_subdir.bat Human\human_sbdroid_crouch_walkforward
@call munge_subdir.bat Human\human_sbdroid_diveforward
@call munge_subdir.bat Human\human_sbdroid_jump
@call munge_subdir.bat Human\human_sbdroid_jumpfall
@call munge_subdir.bat Human\human_sbdroid_landhard
@call munge_subdir.bat Human\human_sbdroid_landsoft
@call munge_subdir.bat Human\human_sbdroid_prone_getup_crouch
@call munge_subdir.bat Human\human_sbdroid_prone_getup_stand
@call munge_subdir.bat Human\human_sbdroid_prone_shoot
@call munge_subdir.bat Human\human_sbdroid_stand_getdown_prone
@call munge_subdir.bat Human\human_sbdroid_stand_idle_emote
@call munge_subdir.bat Human\human_sbdroid_stand_idle_lookaround
@call munge_subdir.bat Human\human_sbdroid_stand_runbackward
@call munge_subdir.bat Human\human_sbdroid_stand_runforward
@call munge_subdir.bat Human\human_sbdroid_stand_shoot
@call munge_subdir.bat Human\human_sbdroid_stand_walkbackward
@call munge_subdir.bat Human\human_sbdroid_stand_walkforward
@call munge_subdir.bat Human\human_speederbike_sit
@call munge_subdir.bat Human\human_standing
@call munge_subdir.bat Human\human_tool_crouch_getdown_prone
@call munge_subdir.bat Human\human_tool_crouch_idle_emote
@call munge_subdir.bat Human\human_tool_crouch_idle_lookaround
@call munge_subdir.bat Human\human_tool_crouch_walkbackward
@call munge_subdir.bat Human\human_tool_crouch_walkforward
@call munge_subdir.bat Human\human_tool_diveforward
@call munge_subdir.bat Human\human_tool_jump
@call munge_subdir.bat Human\human_tool_jumpfall
@call munge_subdir.bat Human\human_tool_landhard
@call munge_subdir.bat Human\human_tool_landsoft
@call munge_subdir.bat Human\human_tool_prone_crawlbackward
@call munge_subdir.bat Human\human_tool_prone_crawlforward
@call munge_subdir.bat Human\human_tool_prone_getup_crouch
@call munge_subdir.bat Human\human_tool_prone_getup_stand
@call munge_subdir.bat Human\human_tool_prone_idle_emote
@call munge_subdir.bat Human\human_tool_prone_idle_lookaround
@call munge_subdir.bat Human\human_tool_stand_getdown_prone
@call munge_subdir.bat Human\human_tool_stand_idle_emote
@call munge_subdir.bat Human\human_tool_stand_idle_lookaround
@call munge_subdir.bat Human\human_tool_stand_lookaround
@call munge_subdir.bat Human\human_tool_stand_runbackward
@call munge_subdir.bat Human\human_tool_stand_runforward
@call munge_subdir.bat Human\human_tool_stand_walkbackward
@call munge_subdir.bat Human\human_tool_stand_walkforward
@call munge_subdir.bat Human_Bank_0\basepose
@call munge_subdir.bat Human_Bank_0\human_bazooka_crouch_getdown_prone
@call munge_subdir.bat Human_Bank_0\human_bazooka_crouch_idle_emote
@call munge_subdir.bat Human_Bank_0\human_bazooka_crouch_reload
@call munge_subdir.bat Human_Bank_0\human_bazooka_crouch_shoot
@call munge_subdir.bat Human_Bank_0\human_bazooka_crouch_walkbackward
@call munge_subdir.bat Human_Bank_0\human_bazooka_crouch_walkforward
@call munge_subdir.bat Human_Bank_0\human_bazooka_fall
@call munge_subdir.bat Human_Bank_0\human_bazooka_jump
@call munge_subdir.bat Human_Bank_0\human_bazooka_landhard
@call munge_subdir.bat Human_Bank_0\human_bazooka_landsoft
@call munge_subdir.bat Human_Bank_0\human_bazooka_prone_crawlbackward
@call munge_subdir.bat Human_Bank_0\human_bazooka_prone_crawlforward
@call munge_subdir.bat Human_Bank_0\human_bazooka_prone_getup_crouch
@call munge_subdir.bat Human_Bank_0\human_bazooka_prone_getup_stand
@call munge_subdir.bat Human_Bank_0\human_bazooka_prone_idle_emote
@call munge_subdir.bat Human_Bank_0\human_bazooka_prone_reload
@call munge_subdir.bat Human_Bank_0\human_bazooka_stand_diveroll_forward
@call munge_subdir.bat Human_Bank_0\human_bazooka_prone_shoot
@call munge_subdir.bat Human_Bank_0\human_bazooka_stand_getdown_prone
@call munge_subdir.bat Human_Bank_0\human_bazooka_stand_idle_emote
@call munge_subdir.bat Human_Bank_0\human_bazooka_stand_reload
@call munge_subdir.bat Human_Bank_0\human_bazooka_stand_runforward
@call munge_subdir.bat Human_Bank_0\human_bazooka_stand_runbackward
@call munge_subdir.bat Human_Bank_0\human_bazooka_stand_shoot
@call munge_subdir.bat Human_Bank_0\human_bazooka_stand_walkbackward
@call munge_subdir.bat Human_Bank_0\human_bazooka_stand_walkforward
@call munge_subdir.bat Human_Bank_0\human_rifle_crouch_idle_emote
@call munge_subdir.bat Human_Bank_0\human_rifle_crouch_reload
@call munge_subdir.bat Human_Bank_0\human_rifle_jetpack_hover
@call munge_subdir.bat Human_Bank_0\human_rifle_prone_idle_emote
@call munge_subdir.bat Human_Bank_0\human_rifle_prone_reload
@call munge_subdir.bat Human_Bank_0\human_rifle_stand_idle_emote
@call munge_subdir.bat Human_Bank_0\human_rifle_stand_reload
@call munge_subdir.bat Human_Bank_1\basepose
@call munge_subdir.bat Human_Bank_1\ewok_speederbike_sit
@call munge_subdir.bat Human_Bank_1\human_animation
@call munge_subdir.bat Human_Bank_1\human_choking
@call munge_subdir.bat Human_Bank_1\human_dishcannon_9pose
@call munge_subdir.bat Human_Bank_1\human_drive
@call munge_subdir.bat Human_Bank_1\human_drivesnowspeeder
@call munge_subdir.bat Human_Bank_1\human_drivesnowspeedergunner
@call munge_subdir.bat Human_Bank_1\human_gallop
@call munge_subdir.bat Human_Bank_1\human_grenade_prone_shoot
@call munge_subdir.bat Human_Bank_1\human_grenade_stand_charge
@call munge_subdir.bat Human_Bank_1\human_grenade_stand_shoot
@call munge_subdir.bat Human_Bank_1\human_grenade_stand_shoot2
@call munge_subdir.bat Human_Bank_1\human_grenade_stand_shoot3
@call munge_subdir.bat Human_Bank_1\human_lascannon_stand_runforward
@call munge_subdir.bat Human_Bank_1\human_man_gun
@call munge_subdir.bat Human_Bank_1\human_man_minigun
@call munge_subdir.bat Human_Bank_1\human_minigun_9pose
@call munge_subdir.bat Human_Bank_1\human_observeinstruments
@call munge_subdir.bat Human_Bank_1\human_pistol_crouch_reload
@call munge_subdir.bat Human_Bank_1\human_pistol_crouch_shoot
@call munge_subdir.bat Human_Bank_1\human_pistol_prone_reload
@call munge_subdir.bat Human_Bank_1\human_pistol_prone_shoot
@call munge_subdir.bat Human_Bank_1\human_pistol_stand_reload
@call munge_subdir.bat Human_Bank_1\human_pistol_stand_shoot
@call munge_subdir.bat Human_Bank_1\human_ride
@call munge_subdir.bat Human_Bank_1\human_ride_shoot
@call munge_subdir.bat Human_Bank_1\human_speederbike_9pose
@call munge_subdir.bat Human_Bank_1\human_speederbike_sit
@call munge_subdir.bat Human_Bank_1\human_standing
@call munge_subdir.bat Human_Bank_2\basepose
@call munge_subdir.bat Human_Bank_2\human_rifle_crouch_getdown_prone
@call munge_subdir.bat Human_Bank_2\human_rifle_crouch_hitfront
@call munge_subdir.bat Human_Bank_2\human_rifle_crouch_hitleft
@call munge_subdir.bat Human_Bank_2\human_rifle_crouch_hitright
@call munge_subdir.bat Human_Bank_2\human_rifle_crouch_shoot
@call munge_subdir.bat Human_Bank_2\human_rifle_crouch_turnleft
@call munge_subdir.bat Human_Bank_2\human_rifle_crouch_turnright
@call munge_subdir.bat Human_Bank_2\human_rifle_crouch_walkbackward
@call munge_subdir.bat Human_Bank_2\human_rifle_crouch_walkforward
@call munge_subdir.bat Human_Bank_2\human_rifle_diveforward
@call munge_subdir.bat Human_Bank_2\human_rifle_jump
@call munge_subdir.bat Human_Bank_2\human_rifle_landhard
@call munge_subdir.bat Human_Bank_2\human_rifle_landsoft
@call munge_subdir.bat Human_Bank_2\human_rifle_prone_hitfront
@call munge_subdir.bat Human_Bank_2\human_rifle_prone_hitleft
@call munge_subdir.bat Human_Bank_2\human_rifle_prone_hitright
@call munge_subdir.bat Human_Bank_2\human_rifle_prone_turnleft
@call munge_subdir.bat Human_Bank_2\human_rifle_prone_turnright
@call munge_subdir.bat Human_Bank_2\human_rifle_prone_walkbackward
@call munge_subdir.bat Human_Bank_2\human_rifle_prone_walkforward
@call munge_subdir.bat Human_Bank_2\human_rifle_prone_walkleft
@call munge_subdir.bat Human_Bank_2\human_rifle_prone_walkright
@call munge_subdir.bat Human_Bank_2\human_rifle_stand_hitback
@call munge_subdir.bat Human_Bank_2\human_rifle_stand_hitfront
@call munge_subdir.bat Human_Bank_2\human_rifle_stand_hitleft
@call munge_subdir.bat Human_Bank_2\human_rifle_stand_hitright
@call munge_subdir.bat Human_Bank_2\human_rifle_stand_runbackward
@call munge_subdir.bat Human_Bank_2\human_rifle_stand_runforward
@call munge_subdir.bat Human_Bank_2\human_rifle_stand_shoot
@call munge_subdir.bat Human_Bank_2\human_rifle_stand_turnleft
@call munge_subdir.bat Human_Bank_2\human_rifle_stand_turnright
@call munge_subdir.bat Human_Bank_2\human_rifle_stand_walkbackward
@call munge_subdir.bat Human_Bank_2\human_rifle_stand_walkforward
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_bouncebackhard
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_bouncebackmedium
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_bouncebacksoft
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_bouncefronthard
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_bouncefrontmedium
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_bouncefrontsoft
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_flail
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_flyingback
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_flyingfront
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_flyingleft
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_flyingright
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_landbackhard
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_landbackmedium
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_landbacksoft
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_landfronthard
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_landfrontmedium
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_landfrontsoft
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_restbacksoft
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_restfrontsoft
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_tumbleback
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_tumblefront
@call munge_subdir.bat Human_Bank_3\basepose
@call munge_subdir.bat Human_Bank_3\human_sabre_stand_block_front1
@call munge_subdir.bat Human_Bank_3\human_sabre_stand_block_front2
@call munge_subdir.bat Human_Bank_3\human_sabre_stand_block_left1
@call munge_subdir.bat Human_Bank_3\human_sabre_stand_block_left2
@call munge_subdir.bat Human_Bank_3\human_sabre_stand_block_rear1
@call munge_subdir.bat Human_Bank_3\human_sabre_stand_block_rear2
@call munge_subdir.bat Human_Bank_3\human_sabre_stand_block_right1
@call munge_subdir.bat Human_Bank_3\human_sabre_stand_block_right2
@call munge_subdir.bat Human_Bank_3\human_sabre_stand_shoot
@call munge_subdir.bat Human_Bank_3\human_sabre_stand_shoot3
@call munge_subdir.bat Human_Bank_3\human_sbdroid_crouch_idle_emote
@call munge_subdir.bat Human_Bank_3\human_sbdroid_crouch_reload
@call munge_subdir.bat Human_Bank_3\human_sbdroid_crouch_shoot
@call munge_subdir.bat Human_Bank_3\human_sbdroid_crouch_walkbackward
@call munge_subdir.bat Human_Bank_3\human_sbdroid_crouch_walkforward
@call munge_subdir.bat Human_Bank_3\human_sbdroid_diveforward
@call munge_subdir.bat Human_Bank_3\human_sbdroid_jump
@call munge_subdir.bat Human_Bank_3\human_sbdroid_jumpfall
@call munge_subdir.bat Human_Bank_3\human_sbdroid_landhard
@call munge_subdir.bat Human_Bank_3\human_sbdroid_landsoft
@call munge_subdir.bat Human_Bank_3\human_sbdroid_prone_getup_crouch
@call munge_subdir.bat Human_Bank_3\human_sbdroid_prone_getup_stand
@call munge_subdir.bat Human_Bank_3\human_sbdroid_prone_shoot
@call munge_subdir.bat Human_Bank_3\human_sbdroid_stand_getdown_prone
@call munge_subdir.bat Human_Bank_3\human_sbdroid_stand_idle_emote
@call munge_subdir.bat Human_Bank_3\human_sbdroid_stand_reload
@call munge_subdir.bat Human_Bank_3\human_sbdroid_stand_runbackward
@call munge_subdir.bat Human_Bank_3\human_sbdroid_stand_runforward
@call munge_subdir.bat Human_Bank_3\human_sbdroid_stand_shoot
@call munge_subdir.bat Human_Bank_3\human_sbdroid_stand_walkbackward
@call munge_subdir.bat Human_Bank_3\human_sbdroid_stand_walkforward
@call munge_subdir.bat Human_Bank_4\basepose
@call munge_subdir.bat Human_Bank_4\human_bdroid_stand_idle_emote
@call munge_subdir.bat Human_Bank_4\human_bdroid_stand_reload
@call munge_subdir.bat Human_Bank_4\human_bdroid_stand_runforward
@call munge_subdir.bat Human_Bank_4\human_bdroid_stand_shoot
@call munge_subdir.bat Human_Bank_4\human_bdroid_stand_walkforward
@call munge_subdir.bat Human_Bank_4\human_bdroid_stap_ride
@call munge_subdir.bat Human_Bank_4\human_lascannon_stand_runforward
@call munge_subdir.bat Human_Bank_4\human_rifle_die
@call munge_subdir.bat Human_Bank_4\human_rifle_dive2prone
@call munge_subdir.bat Human_Bank_4\human_rifle_fall
@call munge_subdir.bat Human_Bank_4\human_rifle_prone_getup_crouch
@call munge_subdir.bat Human_Bank_4\human_rifle_prone_getup_stand
@call munge_subdir.bat Human_Bank_4\human_rifle_prone_shoot
@call munge_subdir.bat Human_Bank_4\human_rifle_stand_death_backward
@call munge_subdir.bat Human_Bank_4\human_rifle_stand_death_forward
@call munge_subdir.bat Human_Bank_4\human_rifle_stand_death_left
@call munge_subdir.bat Human_Bank_4\human_rifle_stand_death_right
@call munge_subdir.bat Human_Bank_4\human_rifle_stand_getdown_prone
@call munge_subdir.bat Human_Bank_4\human_rifle_stand_getupback
@call munge_subdir.bat Human_Bank_4\human_rifle_stand_getupfront
@call munge_subdir.bat Human_Bank_4\human_sbdroid_stap_ride
@call munge_subdir.bat Human_Bank_4\human_stap_ride
@call munge_subdir.bat Human_Bank_4\human_tool_crouch_getdown_prone
@call munge_subdir.bat Human_Bank_4\human_tool_crouch_idle_emote
@call munge_subdir.bat Human_Bank_4\human_tool_crouch_walkbackward
@call munge_subdir.bat Human_Bank_4\human_tool_crouch_walkforward
@call munge_subdir.bat Human_Bank_4\human_tool_diveforward
@call munge_subdir.bat Human_Bank_4\human_tool_fall
@call munge_subdir.bat Human_Bank_4\human_tool_jump
@call munge_subdir.bat Human_Bank_4\human_tool_jumpfall
@call munge_subdir.bat Human_Bank_4\human_tool_landhard
@call munge_subdir.bat Human_Bank_4\human_tool_landsoft
@call munge_subdir.bat Human_Bank_4\human_tool_prone_getup_crouch
@call munge_subdir.bat Human_Bank_4\human_tool_prone_getup_stand
@call munge_subdir.bat Human_Bank_4\human_tool_prone_walkbackward
@call munge_subdir.bat Human_Bank_4\human_tool_prone_idle_emote
@call munge_subdir.bat Human_Bank_4\human_tool_prone_walkforward
@call munge_subdir.bat Human_Bank_4\human_tool_stand_getdown_prone
@call munge_subdir.bat Human_Bank_4\human_tool_stand_idle_emote
@call munge_subdir.bat Human_Bank_4\human_tool_stand_runbackward
@call munge_subdir.bat Human_Bank_4\human_tool_stand_runforward
@call munge_subdir.bat Human_Bank_4\human_tool_stand_walkbackward
@call munge_subdir.bat Human_Bank_4\human_tool_stand_walkforward
@call munge_subdir.bat Human_Bank_Alert\basepose
@call munge_subdir.bat Human_Bank_Alert\human_animation_alert
@call munge_subdir.bat Human_Bank_Alert\human_bdroid_stand_idle_emote_alert
@call munge_subdir.bat Human_Bank_Alert\human_bdroid_stand_runforward_alert
@call munge_subdir.bat Human_Bank_Alert\human_bdroid_stand_walkforward_alert
@call munge_subdir.bat Human_Bank_Alert\human_rifle_crouch_walkbackward_alert
@call munge_subdir.bat Human_Bank_Alert\human_rifle_crouch_idle_emote_alert
@call munge_subdir.bat Human_Bank_Alert\human_rifle_crouch_walkforward_alert
@call munge_subdir.bat Human_Bank_Alert\human_rifle_stand_idle_emote_alert
@call munge_subdir.bat Human_Bank_Alert\human_rifle_stand_runbackward_alert
@call munge_subdir.bat Human_Bank_Alert\human_rifle_stand_runforward_alert
@call munge_subdir.bat Human_Bank_Alert\human_rifle_stand_walkbackward_alert
@call munge_subdir.bat Human_Bank_Alert\human_rifle_stand_walkforward_alert
@call munge_subdir.bat Human_Bank_Alert\human_sbdroid_crouch_idle_emote_alert
@call munge_subdir.bat Human_Bank_Alert\human_sbdroid_crouch_walkbackward_alert
@call munge_subdir.bat Human_Bank_Alert\human_sbdroid_crouch_walkforward_alert
@call munge_subdir.bat Human_Bank_Alert\human_sbdroid_stand_idle_emote_alert
@call munge_subdir.bat Human_Bank_Alert\human_sbdroid_stand_runbackward_alert
@call munge_subdir.bat Human_Bank_Alert\human_sbdroid_stand_runforward_alert
@call munge_subdir.bat Human_Bank_Alert\human_sbdroid_stand_walkforward_alert
@call munge_subdir.bat Human_Bank_Alert\human_sbdroid_stand_walkbackward_alert
@call munge_subdir.bat Human_Bank_Alert\human_tool_crouch_idle_emote_alert
@call munge_subdir.bat Human_Bank_Alert\human_tool_crouch_walkbackward_alert
@call munge_subdir.bat Human_Bank_Alert\human_tool_crouch_walkforward_alert
@call munge_subdir.bat Human_Bank_Alert\human_tool_stand_idle_emote_alert
@call munge_subdir.bat Human_Bank_Alert\human_tool_stand_runbackward_alert
@call munge_subdir.bat Human_Bank_Alert\human_tool_stand_runforward_alert
@call munge_subdir.bat Human_Bank_Alert\human_tool_stand_walkbackward_alert
@call munge_subdir.bat Human_Bank_Alert\human_tool_stand_walkforward_alert
@call munge_subdir.bat human_lowrez\basepose
@call munge_subdir.bat human_lowrez\humanlz_drive
@call munge_subdir.bat human_lowrez\humanlz_ride
@call munge_subdir.bat human_lowrez\humanlz_rifle_crouch_idle_emote
@call munge_subdir.bat human_lowrez\humanlz_rifle_jetpack_hover
@call munge_subdir.bat human_lowrez\humanlz_rifle_prone_idle_emote
@call munge_subdir.bat human_lowrez\humanlz_rifle_stand_death01
@call munge_subdir.bat human_lowrez\humanlz_rifle_stand_deathbackward
@call munge_subdir.bat human_lowrez\humanlz_rifle_stand_deathforward
@call munge_subdir.bat human_lowrez\humanlz_rifle_stand_deathleft
@call munge_subdir.bat human_lowrez\humanlz_rifle_stand_deathright
@call munge_subdir.bat human_lowrez\humanlz_rifle_stand_flail
@call munge_subdir.bat human_lowrez\humanlz_rifle_stand_idle
@call munge_subdir.bat human_lowrez\humanlz_rifle_stand_runforward
@call munge_subdir.bat human_lowrez\humanlz_rifle_stand_shoot
@call munge_subdir.bat human_lowrez\humanlz_speederbike_9pose

@REM first person animation banks
@call munge_subdir.bat Human_Bank_FP\_1st_bazooka_flail
@call munge_subdir.bat Human_Bank_FP\_1st_bazooka_idle
@call munge_subdir.bat Human_Bank_FP\_1st_bazooka_jump
@call munge_subdir.bat Human_Bank_FP\_1st_bazooka_jump_land
@call munge_subdir.bat Human_Bank_FP\_1st_bazooka_reload
@call munge_subdir.bat Human_Bank_FP\_1st_bazooka_run
@call munge_subdir.bat Human_Bank_FP\_1st_bazooka_shoot
@call munge_subdir.bat Human_Bank_FP\_1st_droideka_idle
@call munge_subdir.bat Human_Bank_FP\_1st_droideka_reload
@call munge_subdir.bat Human_Bank_FP\_1st_droideka_shoot
@call munge_subdir.bat Human_Bank_FP\_1st_droideka_walk
@call munge_subdir.bat Human_Bank_FP\_1st_grenade_charge
@call munge_subdir.bat Human_Bank_FP\_1st_grenade_shoot
@call munge_subdir.bat Human_Bank_FP\_1st_handsdown
@call munge_subdir.bat Human_Bank_FP\_1st_grenade_shoot2
@call munge_subdir.bat Human_Bank_FP\_1st_lascannon_flail
@call munge_subdir.bat Human_Bank_FP\_1st_lascannon_idle
@call munge_subdir.bat Human_Bank_FP\_1st_lascannon_jump
@call munge_subdir.bat Human_Bank_FP\_1st_lascannon_run
@call munge_subdir.bat Human_Bank_FP\_1st_lascannon_shoot
@call munge_subdir.bat Human_Bank_FP\_1st_rifle_flail
@call munge_subdir.bat Human_Bank_FP\_1st_rifle_idle
@call munge_subdir.bat Human_Bank_FP\_1st_rifle_jump
@call munge_subdir.bat Human_Bank_FP\_1st_rifle_jump_land
@call munge_subdir.bat Human_Bank_FP\_1st_rifle_reload
@call munge_subdir.bat Human_Bank_FP\_1st_rifle_run
@call munge_subdir.bat Human_Bank_FP\_1st_rifle_shoot
@call munge_subdir.bat Human_Bank_FP\_1st_sbdroid_idle
@call munge_subdir.bat Human_Bank_FP\_1st_sbdroid_run
@call munge_subdir.bat Human_Bank_FP\_1st_sbdroid_shoot
@call munge_subdir.bat Human_Bank_FP\_1st_tool_flail
@call munge_subdir.bat Human_Bank_FP\_1st_tool_idle
@call munge_subdir.bat Human_Bank_FP\_1st_tool_jump
@call munge_subdir.bat Human_Bank_FP\_1st_tool_jump_land
@call munge_subdir.bat Human_Bank_FP\_1st_tool_reload
@call munge_subdir.bat Human_Bank_FP\_1st_tool_repair
@call munge_subdir.bat Human_Bank_FP\_1st_tool_run
@call munge_subdir.bat Human_Bank_FP\_1st_tool_shoot
@call munge_subdir.bat Human_Bank_FP\basepose

@REM addons
@call munge_subdir.bat SoldierAddon\imp_inf_vader_cape
@call munge_subdir.bat SoldierAddon\cis_inf_dooku_cape

@REM vehicles
@call munge_subdir.bat all_fly_snowspeeder\all_snowspeeder_9pose
@call munge_subdir.bat all_fly_snowspeeder\basepose
@call munge_subdir.bat all_fly_xwing\basepose
@call munge_subdir.bat all_fly_xwing\takeoff
@call munge_subdir.bat all_fly_ywing\basepose
@call munge_subdir.bat all_fly_ywing\takeoff
@call munge_subdir.bat bes_fly_cloudcar\basepose
@call munge_subdir.bat bes_fly_cloudcar\takeoff
@call munge_subdir.bat cis_fly_maf\basepose
@call munge_subdir.bat cis_fly_maf\takeoff
@call munge_subdir.bat cis_walk_droideka\basepose
@call munge_subdir.bat cis_walk_droideka\death01
@call munge_subdir.bat cis_walk_droideka\fire
@call munge_subdir.bat cis_walk_droideka\fold
@call munge_subdir.bat cis_walk_droideka\idle
@call munge_subdir.bat cis_walk_droideka\idle_to_leftfoot
@call munge_subdir.bat cis_walk_droideka\leftfoot_to_idle
@call munge_subdir.bat cis_walk_droideka\rightfoot_to_idle
@call munge_subdir.bat cis_walk_droideka\roll
@call munge_subdir.bat cis_walk_droideka\roll_pose
@call munge_subdir.bat cis_walk_droideka\turnL
@call munge_subdir.bat cis_walk_droideka\turnR
@call munge_subdir.bat cis_walk_droideka\unfold
@call munge_subdir.bat cis_walk_droideka\walk_leftfoot_rightfoot
@call munge_subdir.bat cis_walk_droideka\walk_rightfoot_leftfoot
@call munge_subdir.bat cis_walk_droideka\walkloop
@call munge_subdir.bat cis_walk_spider\basepose
@call munge_subdir.bat cis_walk_spider\idle
@call munge_subdir.bat cis_walk_spider\idle_to_leftfoot
@call munge_subdir.bat cis_walk_spider\leftfoot_to_idle
@call munge_subdir.bat cis_walk_spider\leftfoot_up
@call munge_subdir.bat cis_walk_spider\rightfoot_to_idle
@call munge_subdir.bat cis_walk_spider\rightfoot_up
@call munge_subdir.bat cis_walk_spider\turnL
@call munge_subdir.bat cis_walk_spider\turnR
@call munge_subdir.bat cis_walk_spider\walk_leftfoot_rightfoot
@call munge_subdir.bat cis_walk_spider\walk_rightfoot_leftfoot
@call munge_subdir.bat nab_walk_fambaa\basepose
@call munge_subdir.bat nab_walk_fambaa\fambaa_death
@call munge_subdir.bat nab_walk_fambaa\fambaa_idle
@call munge_subdir.bat rep_fly_assault\basepose
@call munge_subdir.bat rep_fly_assault\takeoff
@call munge_subdir.bat rep_fly_gunship\basepose
@call munge_subdir.bat rep_fly_jedifighter\takeoff
@call munge_subdir.bat rep_fly_jedifighter\basepose
@call munge_subdir.bat rep_fly_vtrans\dropoff
@call munge_subdir.bat rep_fly_vtrans\basepose
@call munge_subdir.bat rep_walk_kaadu\basepose
@call munge_subdir.bat rep_walk_kaadu\death01
@call munge_subdir.bat rep_walk_kaadu\idle
@call munge_subdir.bat rep_walk_kaadu\idle_to_leftfoot
@call munge_subdir.bat rep_walk_kaadu\leftfoot_to_idle
@call munge_subdir.bat rep_walk_kaadu\rightfoot_to_idle
@call munge_subdir.bat rep_walk_kaadu\turnL
@call munge_subdir.bat rep_walk_kaadu\turnR
@call munge_subdir.bat rep_walk_kaadu\walk_leftfoot_rightfoot
@call munge_subdir.bat rep_walk_kaadu\walk_rightfoot_leftfoot
@call munge_subdir.bat tat_hover_skiff\basepose
@call munge_subdir.bat tat_hover_skiff\tat_skiff_9pose

@REM props
@call munge_subdir.bat bes2_carbon_forklift\activate
@call munge_subdir.bat bes2_carbon_forklift\basepose
@call munge_subdir.bat bes2_carbon_forklift\idle
@call munge_subdir.bat cis_fly_fedcoreship\basepose
@call munge_subdir.bat cis_fly_fedcoreship\takeoff
@call munge_subdir.bat geo_bldg_technounion\basepose
@call munge_subdir.bat geo_bldg_technounion\destroy
@call munge_subdir.bat geo_bldg_technounion\idle
@call munge_subdir.bat tat1_bldg_sarlacctentacle\basepose
@call munge_subdir.bat tat1_bldg_sarlacctentacle\grab
@call munge_subdir.bat tat1_bldg_sarlacctentacle\grab1
@call munge_subdir.bat tat1_bldg_sarlacctentacle\grab2
@call munge_subdir.bat tat1_bldg_sarlacctentacle\idle[/code]
munge_animation.bat
Hidden/Spoiler:
[code]@REM called from $\Animations\type\subfolder\
@REM called from $\Animations\all_fly_snowspeeder
@REM called from $\Animations\all_fly_xwing
@REM called from $\Animations\all_fly_ywing
@REM called from $\Animations\bes_fly_cloudcar
@REM called from $\Animations\bes2_carbon_forklift
@REM called from $\Animations\cis_fly_fedcoreship
@REM called from $\Animations\cis_fly_maf
@REM called from $\Animations\cis_walk_droideka
@REM called from $\Animations\cis_walk_spider
@REM called from $\Animations\geo_bldg_technounion
@REM called from $\Animations\Human
@REM called from $\Animations\Human_Bank_0
@REM called from $\Animations\Human_Bank_1
@REM called from $\Animations\Human_Bank_2
@REM called from $\Animations\Human_Bank_3
@REM called from $\Animations\Human_Bank_4
@REM called from $\Animations\Human_Bank_Alert
@REM called from $\Animations\Human_Bank_FP
@REM called from $\Animations\human_lowrez
@REM called from $\Animations\nab_walk_fambaa
@REM called from $\Animations\rep_fly_assault
@REM called from $\Animations\rep_fly_gunship
@REM called from $\Animations\rep_fly_jedifighter
@REM called from $\Animations\rep_fly_vtrans
@REM called from $\Animations\rep_walk_kaadu
@REM called from $\Animations\tat_hover_skiff
@REM called from $\Animations\tat1_bldg_sarlacctentacle
@REM all params are passed to zenasset
@REM if there are more than 9 parameters to pass, you can enclose all params in double quotes
@setlocal

@set MUNGE_ROOT_DIR=..\..\..
@if "%MUNGE_BIN_DIR%"=="" (
@set MUNGE_BIN_DIR=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin
@set PATH=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin;%PATH%
)

zenasset /multimsh /writefiles %~1 > ZenAsset.log

@mkdir %MUNGE_ROOT_DIR%\%2\MUNGED
binmunge -inputfile *.zaa -chunkid zaa_ -ext zaabin -outputdir %MUNGE_ROOT_DIR%\%2\MUNGED\
binmunge -inputfile *.zaf -chunkid zaf_ -ext zafbin -outputdir %MUNGE_ROOT_DIR%\%2\MUNGED\
del *.zaa
del *.zaf
move *.anims %MUNGE_ROOT_DIR%\%2\MUNGED\
@endlocal[/code]
munge_subdir.bat
Hidden/Spoiler:
[code]@REM called from $\Animations
@if not exist %1 goto error

@set PWD=%CD%
@cd %1
@call munge.bat
@cd %PWD%
@goto end

:error
@echo ERROR: Animation sub-directory %1 does not exist!
:end
[/code]

Re: "undefined weapon animbank"

Posted: Mon Jan 21, 2013 1:50 pm
by AceMastermind
Which operating system are you using? You may need to tweak the munge_animation.bat file.

http://www.gametoast.com/forums/viewtop ... 81#p313081

Re: "undefined weapon animbank"

Posted: Mon Jan 21, 2013 2:14 pm
by Glitch25
Windows 7. I made the changes to the munge_animation.bat file.

Current munge_animation.bat file setup
Hidden/Spoiler:
[code]@REM called from $\Animations\type\subfolder\
@REM all params are passed to zenasset
@REM if there are more than 9 parameters to pass, you can enclose all params in double quotes
@setlocal

@set MUNGE_ROOT_DIR=..\..\..
REM @if "%MUNGE_BIN_DIR%"=="" (
@set MUNGE_BIN_DIR=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin
@set PATH=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin;%PATH%
REM )

zenasset /multimsh /writefiles %~1 > ZenAsset.log

@mkdir %MUNGE_ROOT_DIR%\%2\MUNGED
binmunge -inputfile *.zaa -chunkid zaa_ -ext zaabin -outputdir %MUNGE_ROOT_DIR%\%2\MUNGED\
binmunge -inputfile *.zaf -chunkid zaf_ -ext zafbin -outputdir %MUNGE_ROOT_DIR%\%2\MUNGED\
del *.zaa
del *.zaf
move *.anims %MUNGE_ROOT_DIR%\%2\MUNGED\
@endlocal[/code]
Clicked munge.bat in C:\BF2_ModTools\data_ABC\Animations\Human
Then Clicked munge.bat in C:\BF2_ModTools\data_ABC\Animations

Nothing was added to C:\BF2_ModTools\data_ABC\Sides\bfu\munged :(
Maybe I missed something else.

Re: "undefined weapon animbank"

Posted: Mon Jan 21, 2013 5:36 pm
by AceMastermind
What path do you have these animations set to in the munge.bat for each folder?

Should be something like:

Code: Select all

@call ..\munge_animation.bat "/keepframe0 /dest human.zaf /comp_debug 0 /debug" Sides\BFU
Make your folder structure look like this:
C:\BF2_ModTools\data_ABC\Animations\SoldierAnimationBank\Human

Each folder(Human for example) must also contain a basepose.msh file along side the animation files or else the animation munge will break.

To munge a single folder just click on the munge.bat that is with the animation files.
To munge multiple folders of animations you can use the munge_animation.bat.
You don't need to use both though.

Re: "undefined weapon animbank"

Posted: Mon Jan 21, 2013 7:26 pm
by Glitch25
It currently looks like this for all of the munge.bat files. ***** folder name

Code: Select all

@call ..\munge_animation.bat "/keepframe0 /dest *****.zaf" Sides\BFU
That must be the reason for the failed munges. Every folder has a basepose.msh file.
AceMastermind wrote:Make your folder structure look like this:
C:\BF2_ModTools\data_ABC\Animations\SoldierAnimationBank\Human
Is the "SoldierAnimationBank" necessary? Catagories for props, vehicles, and firstperson as well?

Edit 1: Made the changes, giving it a munge will edit again when finished
Edit 2: Unsuccessful... :?

Re: "undefined weapon animbank"

Posted: Mon Jan 21, 2013 10:17 pm
by AceMastermind
I don't know what to tell you then, with the instruction provided in this thread and the FAQ thread I munged them successfully first try. Here's the human.anims file for the human folder:
Hidden/Spoiler:
[code]ucft
{
ANIM
{
"bdroid_sit_stap"
"human_bazooka_crouch_getdown_prone"
"human_bazooka_crouch_idle_emote"
"human_bazooka_crouch_idle_lookaround"
"human_bazooka_crouch_reload"
"human_bazooka_crouch_shoot"
"human_bazooka_crouch_walkbackward"
"human_bazooka_crouch_walkforward"
"human_bazooka_jump_land_hard"
"human_bazooka_jump_land_soft"
"human_bazooka_jump_pose"
"human_bazooka_prone_crawlbackward"
"human_bazooka_prone_crawlforward"
"human_bazooka_prone_getup_crouch"
"human_bazooka_prone_getup_stand"
"human_bazooka_prone_reload"
"human_bazooka_prone_shoot"
"human_bazooka_stand_diveroll_forward"
"human_bazooka_stand_getdown_prone"
"human_bazooka_stand_idle_emote"
"human_bazooka_stand_idle_lookaround"
"human_bazooka_stand_reload"
"human_bazooka_stand_runbackward"
"human_bazooka_stand_runforward"
"human_bazooka_stand_shoot"
"human_bazooka_stand_walkbackward"
"human_bazooka_stand_walkforward"
"human_bdroid_stand_shoot"
"human_drive"
"human_grenade_prone_shoot"
"human_grenade_stand_charge"
"human_grenade_stand_shoot"
"human_grenade_stand_shoot2"
"human_grenade_stand_shoot3"
"human_lascannon_stand_runforward"
"human_man_gun"
"human_man_minigun"
"human_observeinstruments"
"human_pistol_crouch_idlealert"
"human_pistol_crouch_reload"
"human_pistol_crouch_shoot"
"human_pistol_prone_reload"
"human_pistol_prone_shoot"
"human_pistol_stand_idlealert"
"human_pistol_stand_reload"
"human_pistol_stand_shoot"
"human_ride"
"human_rifle_crouch_getdown_prone"
"human_rifle_crouch_hitleft"
"human_rifle_crouch_hitright"
"human_rifle_crouch_idlealert"
"human_rifle_crouch_idle_emote"
"human_rifle_crouch_reload"
"human_rifle_crouch_shoot"
"human_rifle_crouch_turnleft"
"human_rifle_crouch_turnright"
"human_rifle_crouch_walkbackward"
"human_rifle_crouch_walkforward"
"human_rifle_die"
"human_rifle_diveforward"
"human_rifle_jetpack_hover"
"human_rifle_jump"
"human_rifle_jumpfall"
"human_rifle_landhard"
"human_rifle_landsoft"
"human_rifle_prone_getup_crouch"
"human_rifle_prone_getup_stand"
"human_rifle_prone_hitfront"
"human_rifle_prone_hitleft"
"human_rifle_prone_hitright"
"human_rifle_prone_idle_emote"
"human_rifle_prone_idle_lookaround"
"human_rifle_prone_reload"
"human_rifle_prone_shoot"
"human_rifle_prone_turnleft"
"human_rifle_prone_turnright"
"human_rifle_prone_walkbackward"
"human_rifle_prone_walkforward"
"human_rifle_prone_walkleft"
"human_rifle_prone_walkright"
"human_rifle_stand_coverhead"
"human_rifle_stand_deathback01"
"human_rifle_stand_deathfront01"
"human_rifle_stand_getdown_prone"
"human_rifle_stand_getupback"
"human_rifle_stand_getupfront"
"human_rifle_stand_hitfront"
"human_rifle_stand_hitleft"
"human_rifle_stand_hitright"
"human_rifle_stand_idlealert"
"human_rifle_stand_idle_emote"
"human_rifle_stand_idle_lookaround"
"human_rifle_stand_reload"
"human_rifle_stand_runbackward"
"human_rifle_stand_runforward"
"human_rifle_stand_shoot"
"human_rifle_stand_turnleft"
"human_rifle_stand_turnright"
"human_rifle_stand_walkbackward"
"human_rifle_stand_walkforward"
"human_rifle_thrown_bouncebackhard"
"human_rifle_thrown_bouncebackmedium"
"human_rifle_thrown_bouncebacksoft"
"human_rifle_thrown_bouncefronthard"
"human_rifle_thrown_bouncefrontmedium"
"human_rifle_thrown_bouncefrontsoft"
"human_rifle_thrown_flail"
"human_rifle_thrown_flyingback"
"human_rifle_thrown_flyingfront"
"human_rifle_thrown_flyingleft"
"human_rifle_thrown_flyingright"
"human_rifle_thrown_landbackhard"
"human_rifle_thrown_landbackmedium"
"human_rifle_thrown_landbacksoft"
"human_rifle_thrown_landfronthard"
"human_rifle_thrown_landfrontmedium"
"human_rifle_thrown_landfrontsoft"
"human_rifle_thrown_restbacksoft"
"human_rifle_thrown_restfrontsoft"
"human_rifle_thrown_tumbleback"
"human_rifle_thrown_tumblefront"
"human_sbdroid_crouch_idle_emote"
"human_sbdroid_crouch_idle_lookaround"
"human_sbdroid_crouch_shoot"
"human_sbdroid_crouch_walkbackward"
"human_sbdroid_crouch_walkforward"
"human_sbdroid_diveforward"
"human_sbdroid_jump"
"human_sbdroid_jumpfall"
"human_sbdroid_landhard"
"human_sbdroid_landsoft"
"human_sbdroid_prone_getup_crouch"
"human_sbdroid_prone_getup_stand"
"human_sbdroid_prone_shoot"
"human_sbdroid_stand_getdown_prone"
"human_sbdroid_stand_idle_emote"
"human_sbdroid_stand_idle_lookaround"
"human_sbdroid_stand_runbackward"
"human_sbdroid_stand_runforward"
"human_sbdroid_stand_shoot"
"human_sbdroid_stand_walkbackward"
"human_sbdroid_stand_walkforward"
"human_speederbike_sit"
"human_standing"
"human_tool_crouch_getdown_prone"
"human_tool_crouch_idle_emote"
"human_tool_crouch_idle_lookaround"
"human_tool_crouch_walkbackward"
"human_tool_crouch_walkforward"
"human_tool_diveforward"
"human_tool_jump"
"human_tool_jumpfall"
"human_tool_landhard"
"human_tool_landsoft"
"human_tool_prone_crawlbackward"
"human_tool_prone_crawlforward"
"human_tool_prone_getup_crouch"
"human_tool_prone_getup_stand"
"human_tool_prone_idle_emote"
"human_tool_prone_idle_lookaround"
"human_tool_stand_getdown_prone"
"human_tool_stand_idle_emote"
"human_tool_stand_idle_lookaround"
"human_tool_stand_lookaround"
"human_tool_stand_runbackward"
"human_tool_stand_runforward"
"human_tool_stand_walkbackward"
"human_tool_stand_walkforward"
}
}
[/code]
Glitch25 wrote:Is the "SoldierAnimationBank" necessary? Catagories for props, vehicles, and firstperson as well?
The folder name is arbitrary, but having that structure means you won't have to edit the paths in each munge.bat. The categories are just for organization purposes, all animations are munged the same way.

This wasn't supposed to be a complicated process, you should be able to achieve results in a matter of minutes. Are your files set to 'read only' or anything out of the ordinary?

Re: "undefined weapon animbank"

Posted: Mon Jan 21, 2013 11:54 pm
by Glitch25
Went over it once more just to make sure everything has been done correctly.

Within C:\BF2_ModTools\data_ABC\Animations there are four .bat files

clean.bat
Hidden/Spoiler:
[code]@REM clean.bat

del /s/q *.zat
del /s/q *.log[/code]
munge.bat
Hidden/Spoiler:
[code]@REM munge.bat
@REM Calls %1\munge.bat for all animation subdirectories

@REM soldier animation banks
@call munge_subdir.bat Human\bdroid_sit_stap
@call munge_subdir.bat Human\human_bazooka_crouch_getdown_prone
@call munge_subdir.bat Human\human_bazooka_crouch_idle_emote
@call munge_subdir.bat Human\human_bazooka_crouch_idle_lookaround
@call munge_subdir.bat Human\human_bazooka_crouch_reload
@call munge_subdir.bat Human\human_bazooka_crouch_shoot
@call munge_subdir.bat Human\human_bazooka_crouch_walkbackward
@call munge_subdir.bat Human\human_bazooka_crouch_walkforward
@call munge_subdir.bat Human\human_bazooka_jump_land_hard
@call munge_subdir.bat Human\human_bazooka_jump_land_soft
@call munge_subdir.bat Human\human_bazooka_jump_pose
@call munge_subdir.bat Human\human_bazooka_prone_crawlbackward
@call munge_subdir.bat Human\human_bazooka_prone_crawlforward
@call munge_subdir.bat Human\human_bazooka_prone_getup_crouch
@call munge_subdir.bat Human\human_bazooka_prone_getup_stand
@call munge_subdir.bat Human\human_bazooka_prone_reload
@call munge_subdir.bat Human\human_bazooka_prone_shoot
@call munge_subdir.bat Human\human_bazooka_stand_diveroll_forward
@call munge_subdir.bat Human\human_bazooka_stand_getdown_prone
@call munge_subdir.bat Human\human_bazooka_stand_idle_emote
@call munge_subdir.bat Human\human_bazooka_stand_idle_lookaround
@call munge_subdir.bat Human\human_bazooka_stand_reload
@call munge_subdir.bat Human\human_bazooka_stand_runbackward
@call munge_subdir.bat Human\human_bazooka_stand_runforward
@call munge_subdir.bat Human\human_bazooka_stand_shoot
@call munge_subdir.bat Human\human_bazooka_stand_walkbackward
@call munge_subdir.bat Human\human_bazooka_stand_walkforward
@call munge_subdir.bat Human\human_bdroid_stand_runforward
@call munge_subdir.bat Human\human_bdroid_stand_shoot
@call munge_subdir.bat Human\human_drive
@call munge_subdir.bat Human\human_grenade_prone_shoot
@call munge_subdir.bat Human\human_grenade_stand_charge
@call munge_subdir.bat Human\human_grenade_stand_shoot
@call munge_subdir.bat Human\human_grenade_stand_shoot2
@call munge_subdir.bat Human\human_grenade_stand_shoot3
@call munge_subdir.bat Human\human_lascannon_stand_runforward
@call munge_subdir.bat Human\human_man_gun
@call munge_subdir.bat Human\human_man_minigun
@call munge_subdir.bat Human\human_observeinstruments
@call munge_subdir.bat Human\human_pistol_crouch_idlealert
@call munge_subdir.bat Human\human_pistol_crouch_reload
@call munge_subdir.bat Human\human_pistol_crouch_shoot
@call munge_subdir.bat Human\human_pistol_prone_reload
@call munge_subdir.bat Human\human_pistol_prone_shoot
@call munge_subdir.bat Human\human_pistol_stand_idlealert
@call munge_subdir.bat Human\human_pistol_stand_reload
@call munge_subdir.bat Human\human_pistol_stand_shoot
@call munge_subdir.bat Human\human_ride
@call munge_subdir.bat Human\human_rifle_crouch_getdown_prone
@call munge_subdir.bat Human\human_rifle_crouch_hitleft
@call munge_subdir.bat Human\human_rifle_crouch_hitright
@call munge_subdir.bat Human\human_rifle_crouch_idle_emote
@call munge_subdir.bat Human\human_rifle_crouch_idlealert
@call munge_subdir.bat Human\human_rifle_crouch_reload
@call munge_subdir.bat Human\human_rifle_crouch_shoot
@call munge_subdir.bat Human\human_rifle_crouch_turnleft
@call munge_subdir.bat Human\human_rifle_crouch_turnright
@call munge_subdir.bat Human\human_rifle_crouch_walkbackward
@call munge_subdir.bat Human\human_rifle_crouch_walkforward
@call munge_subdir.bat Human\human_rifle_die
@call munge_subdir.bat Human\human_rifle_diveforward
@call munge_subdir.bat Human\human_rifle_jetpack_hover
@call munge_subdir.bat Human\human_rifle_jump
@call munge_subdir.bat Human\human_rifle_jumpfall
@call munge_subdir.bat Human\human_rifle_landhard
@call munge_subdir.bat Human\human_rifle_landsoft
@call munge_subdir.bat Human\human_rifle_prone_getup_crouch
@call munge_subdir.bat Human\human_rifle_prone_getup_stand
@call munge_subdir.bat Human\human_rifle_prone_hitfront
@call munge_subdir.bat Human\human_rifle_prone_hitleft
@call munge_subdir.bat Human\human_rifle_prone_hitright
@call munge_subdir.bat Human\human_rifle_prone_idle_emote
@call munge_subdir.bat Human\human_rifle_prone_idle_lookaround
@call munge_subdir.bat Human\human_rifle_prone_reload
@call munge_subdir.bat Human\human_rifle_prone_shoot
@call munge_subdir.bat Human\human_rifle_prone_turnleft
@call munge_subdir.bat Human\human_rifle_prone_turnright
@call munge_subdir.bat Human\human_rifle_prone_walkbackward
@call munge_subdir.bat Human\human_rifle_prone_walkforward
@call munge_subdir.bat Human\human_rifle_prone_walkleft
@call munge_subdir.bat Human\human_rifle_prone_walkright
@call munge_subdir.bat Human\human_rifle_stand_coverhead
@call munge_subdir.bat Human\human_rifle_stand_deathback01
@call munge_subdir.bat Human\human_rifle_stand_deathfront01
@call munge_subdir.bat Human\human_rifle_stand_getdown_prone
@call munge_subdir.bat Human\human_rifle_stand_getupback
@call munge_subdir.bat Human\human_rifle_stand_getupfront
@call munge_subdir.bat Human\human_rifle_stand_hitfront
@call munge_subdir.bat Human\human_rifle_stand_hitleft
@call munge_subdir.bat Human\human_rifle_stand_hitright
@call munge_subdir.bat Human\human_rifle_stand_idle_emote
@call munge_subdir.bat Human\human_rifle_stand_idle_lookaround
@call munge_subdir.bat Human\human_rifle_stand_idlealert
@call munge_subdir.bat Human\human_rifle_stand_reload
@call munge_subdir.bat Human\human_rifle_stand_runbackward
@call munge_subdir.bat Human\human_rifle_stand_runforward
@call munge_subdir.bat Human\human_rifle_stand_shoot
@call munge_subdir.bat Human\human_rifle_stand_turnleft
@call munge_subdir.bat Human\human_rifle_stand_turnright
@call munge_subdir.bat Human\human_rifle_stand_walkbackward
@call munge_subdir.bat Human\human_rifle_stand_walkforward
@call munge_subdir.bat Human\human_rifle_thrown_bouncebackhard
@call munge_subdir.bat Human\human_rifle_thrown_bouncebackmedium
@call munge_subdir.bat Human\human_rifle_thrown_bouncebacksoft
@call munge_subdir.bat Human\human_rifle_thrown_bouncefronthard
@call munge_subdir.bat Human\human_rifle_thrown_bouncefrontmedium
@call munge_subdir.bat Human\human_rifle_thrown_bouncefrontsoft
@call munge_subdir.bat Human\human_rifle_thrown_flail
@call munge_subdir.bat Human\human_rifle_thrown_flyingback
@call munge_subdir.bat Human\human_rifle_thrown_flyingfront
@call munge_subdir.bat Human\human_rifle_thrown_flyingleft
@call munge_subdir.bat Human\human_rifle_thrown_flyingright
@call munge_subdir.bat Human\human_rifle_thrown_landbackhard
@call munge_subdir.bat Human\human_rifle_thrown_landbackmedium
@call munge_subdir.bat Human\human_rifle_thrown_landbacksoft
@call munge_subdir.bat Human\human_rifle_thrown_landfronthard
@call munge_subdir.bat Human\human_rifle_thrown_landfrontmedium
@call munge_subdir.bat Human\human_rifle_thrown_landfrontsoft
@call munge_subdir.bat Human\human_rifle_thrown_restbacksoft
@call munge_subdir.bat Human\human_rifle_thrown_restfrontsoft
@call munge_subdir.bat Human\human_rifle_thrown_tumbleback
@call munge_subdir.bat Human\human_rifle_thrown_tumblefront
@call munge_subdir.bat Human\human_sbdroid_crouch_idle_emote
@call munge_subdir.bat Human\human_sbdroid_crouch_shoot
@call munge_subdir.bat Human\human_sbdroid_crouch_idle_lookaround
@call munge_subdir.bat Human\human_sbdroid_crouch_walkbackward
@call munge_subdir.bat Human\human_sbdroid_crouch_walkforward
@call munge_subdir.bat Human\human_sbdroid_diveforward
@call munge_subdir.bat Human\human_sbdroid_jump
@call munge_subdir.bat Human\human_sbdroid_jumpfall
@call munge_subdir.bat Human\human_sbdroid_landhard
@call munge_subdir.bat Human\human_sbdroid_landsoft
@call munge_subdir.bat Human\human_sbdroid_prone_getup_crouch
@call munge_subdir.bat Human\human_sbdroid_prone_getup_stand
@call munge_subdir.bat Human\human_sbdroid_prone_shoot
@call munge_subdir.bat Human\human_sbdroid_stand_getdown_prone
@call munge_subdir.bat Human\human_sbdroid_stand_idle_emote
@call munge_subdir.bat Human\human_sbdroid_stand_idle_lookaround
@call munge_subdir.bat Human\human_sbdroid_stand_runbackward
@call munge_subdir.bat Human\human_sbdroid_stand_runforward
@call munge_subdir.bat Human\human_sbdroid_stand_shoot
@call munge_subdir.bat Human\human_sbdroid_stand_walkbackward
@call munge_subdir.bat Human\human_sbdroid_stand_walkforward
@call munge_subdir.bat Human\human_speederbike_sit
@call munge_subdir.bat Human\human_standing
@call munge_subdir.bat Human\human_tool_crouch_getdown_prone
@call munge_subdir.bat Human\human_tool_crouch_idle_emote
@call munge_subdir.bat Human\human_tool_crouch_idle_lookaround
@call munge_subdir.bat Human\human_tool_crouch_walkbackward
@call munge_subdir.bat Human\human_tool_crouch_walkforward
@call munge_subdir.bat Human\human_tool_diveforward
@call munge_subdir.bat Human\human_tool_jump
@call munge_subdir.bat Human\human_tool_jumpfall
@call munge_subdir.bat Human\human_tool_landhard
@call munge_subdir.bat Human\human_tool_landsoft
@call munge_subdir.bat Human\human_tool_prone_crawlbackward
@call munge_subdir.bat Human\human_tool_prone_crawlforward
@call munge_subdir.bat Human\human_tool_prone_getup_crouch
@call munge_subdir.bat Human\human_tool_prone_getup_stand
@call munge_subdir.bat Human\human_tool_prone_idle_emote
@call munge_subdir.bat Human\human_tool_prone_idle_lookaround
@call munge_subdir.bat Human\human_tool_stand_getdown_prone
@call munge_subdir.bat Human\human_tool_stand_idle_emote
@call munge_subdir.bat Human\human_tool_stand_idle_lookaround
@call munge_subdir.bat Human\human_tool_stand_lookaround
@call munge_subdir.bat Human\human_tool_stand_runbackward
@call munge_subdir.bat Human\human_tool_stand_runforward
@call munge_subdir.bat Human\human_tool_stand_walkbackward
@call munge_subdir.bat Human\human_tool_stand_walkforward
@call munge_subdir.bat Human_Bank_0\basepose
@call munge_subdir.bat Human_Bank_0\human_bazooka_crouch_getdown_prone
@call munge_subdir.bat Human_Bank_0\human_bazooka_crouch_idle_emote
@call munge_subdir.bat Human_Bank_0\human_bazooka_crouch_reload
@call munge_subdir.bat Human_Bank_0\human_bazooka_crouch_shoot
@call munge_subdir.bat Human_Bank_0\human_bazooka_crouch_walkbackward
@call munge_subdir.bat Human_Bank_0\human_bazooka_crouch_walkforward
@call munge_subdir.bat Human_Bank_0\human_bazooka_fall
@call munge_subdir.bat Human_Bank_0\human_bazooka_jump
@call munge_subdir.bat Human_Bank_0\human_bazooka_landhard
@call munge_subdir.bat Human_Bank_0\human_bazooka_landsoft
@call munge_subdir.bat Human_Bank_0\human_bazooka_prone_crawlbackward
@call munge_subdir.bat Human_Bank_0\human_bazooka_prone_crawlforward
@call munge_subdir.bat Human_Bank_0\human_bazooka_prone_getup_crouch
@call munge_subdir.bat Human_Bank_0\human_bazooka_prone_getup_stand
@call munge_subdir.bat Human_Bank_0\human_bazooka_prone_idle_emote
@call munge_subdir.bat Human_Bank_0\human_bazooka_prone_reload
@call munge_subdir.bat Human_Bank_0\human_bazooka_stand_diveroll_forward
@call munge_subdir.bat Human_Bank_0\human_bazooka_prone_shoot
@call munge_subdir.bat Human_Bank_0\human_bazooka_stand_getdown_prone
@call munge_subdir.bat Human_Bank_0\human_bazooka_stand_idle_emote
@call munge_subdir.bat Human_Bank_0\human_bazooka_stand_reload
@call munge_subdir.bat Human_Bank_0\human_bazooka_stand_runforward
@call munge_subdir.bat Human_Bank_0\human_bazooka_stand_runbackward
@call munge_subdir.bat Human_Bank_0\human_bazooka_stand_shoot
@call munge_subdir.bat Human_Bank_0\human_bazooka_stand_walkbackward
@call munge_subdir.bat Human_Bank_0\human_bazooka_stand_walkforward
@call munge_subdir.bat Human_Bank_0\human_rifle_crouch_idle_emote
@call munge_subdir.bat Human_Bank_0\human_rifle_crouch_reload
@call munge_subdir.bat Human_Bank_0\human_rifle_jetpack_hover
@call munge_subdir.bat Human_Bank_0\human_rifle_prone_idle_emote
@call munge_subdir.bat Human_Bank_0\human_rifle_prone_reload
@call munge_subdir.bat Human_Bank_0\human_rifle_stand_idle_emote
@call munge_subdir.bat Human_Bank_0\human_rifle_stand_reload
@call munge_subdir.bat Human_Bank_1\basepose
@call munge_subdir.bat Human_Bank_1\ewok_speederbike_sit
@call munge_subdir.bat Human_Bank_1\human_animation
@call munge_subdir.bat Human_Bank_1\human_choking
@call munge_subdir.bat Human_Bank_1\human_dishcannon_9pose
@call munge_subdir.bat Human_Bank_1\human_drive
@call munge_subdir.bat Human_Bank_1\human_drivesnowspeeder
@call munge_subdir.bat Human_Bank_1\human_drivesnowspeedergunner
@call munge_subdir.bat Human_Bank_1\human_gallop
@call munge_subdir.bat Human_Bank_1\human_grenade_prone_shoot
@call munge_subdir.bat Human_Bank_1\human_grenade_stand_charge
@call munge_subdir.bat Human_Bank_1\human_grenade_stand_shoot
@call munge_subdir.bat Human_Bank_1\human_grenade_stand_shoot2
@call munge_subdir.bat Human_Bank_1\human_grenade_stand_shoot3
@call munge_subdir.bat Human_Bank_1\human_lascannon_stand_runforward
@call munge_subdir.bat Human_Bank_1\human_man_gun
@call munge_subdir.bat Human_Bank_1\human_man_minigun
@call munge_subdir.bat Human_Bank_1\human_minigun_9pose
@call munge_subdir.bat Human_Bank_1\human_observeinstruments
@call munge_subdir.bat Human_Bank_1\human_pistol_crouch_reload
@call munge_subdir.bat Human_Bank_1\human_pistol_crouch_shoot
@call munge_subdir.bat Human_Bank_1\human_pistol_prone_reload
@call munge_subdir.bat Human_Bank_1\human_pistol_prone_shoot
@call munge_subdir.bat Human_Bank_1\human_pistol_stand_reload
@call munge_subdir.bat Human_Bank_1\human_pistol_stand_shoot
@call munge_subdir.bat Human_Bank_1\human_ride
@call munge_subdir.bat Human_Bank_1\human_ride_shoot
@call munge_subdir.bat Human_Bank_1\human_speederbike_9pose
@call munge_subdir.bat Human_Bank_1\human_speederbike_sit
@call munge_subdir.bat Human_Bank_1\human_standing
@call munge_subdir.bat Human_Bank_2\basepose
@call munge_subdir.bat Human_Bank_2\human_rifle_crouch_getdown_prone
@call munge_subdir.bat Human_Bank_2\human_rifle_crouch_hitfront
@call munge_subdir.bat Human_Bank_2\human_rifle_crouch_hitleft
@call munge_subdir.bat Human_Bank_2\human_rifle_crouch_hitright
@call munge_subdir.bat Human_Bank_2\human_rifle_crouch_shoot
@call munge_subdir.bat Human_Bank_2\human_rifle_crouch_turnleft
@call munge_subdir.bat Human_Bank_2\human_rifle_crouch_turnright
@call munge_subdir.bat Human_Bank_2\human_rifle_crouch_walkbackward
@call munge_subdir.bat Human_Bank_2\human_rifle_crouch_walkforward
@call munge_subdir.bat Human_Bank_2\human_rifle_diveforward
@call munge_subdir.bat Human_Bank_2\human_rifle_jump
@call munge_subdir.bat Human_Bank_2\human_rifle_landhard
@call munge_subdir.bat Human_Bank_2\human_rifle_landsoft
@call munge_subdir.bat Human_Bank_2\human_rifle_prone_hitfront
@call munge_subdir.bat Human_Bank_2\human_rifle_prone_hitleft
@call munge_subdir.bat Human_Bank_2\human_rifle_prone_hitright
@call munge_subdir.bat Human_Bank_2\human_rifle_prone_turnleft
@call munge_subdir.bat Human_Bank_2\human_rifle_prone_turnright
@call munge_subdir.bat Human_Bank_2\human_rifle_prone_walkbackward
@call munge_subdir.bat Human_Bank_2\human_rifle_prone_walkforward
@call munge_subdir.bat Human_Bank_2\human_rifle_prone_walkleft
@call munge_subdir.bat Human_Bank_2\human_rifle_prone_walkright
@call munge_subdir.bat Human_Bank_2\human_rifle_stand_hitback
@call munge_subdir.bat Human_Bank_2\human_rifle_stand_hitfront
@call munge_subdir.bat Human_Bank_2\human_rifle_stand_hitleft
@call munge_subdir.bat Human_Bank_2\human_rifle_stand_hitright
@call munge_subdir.bat Human_Bank_2\human_rifle_stand_runbackward
@call munge_subdir.bat Human_Bank_2\human_rifle_stand_runforward
@call munge_subdir.bat Human_Bank_2\human_rifle_stand_shoot
@call munge_subdir.bat Human_Bank_2\human_rifle_stand_turnleft
@call munge_subdir.bat Human_Bank_2\human_rifle_stand_turnright
@call munge_subdir.bat Human_Bank_2\human_rifle_stand_walkbackward
@call munge_subdir.bat Human_Bank_2\human_rifle_stand_walkforward
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_bouncebackhard
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_bouncebackmedium
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_bouncebacksoft
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_bouncefronthard
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_bouncefrontmedium
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_bouncefrontsoft
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_flail
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_flyingback
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_flyingfront
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_flyingleft
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_flyingright
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_landbackhard
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_landbackmedium
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_landbacksoft
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_landfronthard
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_landfrontmedium
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_landfrontsoft
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_restbacksoft
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_restfrontsoft
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_tumbleback
@call munge_subdir.bat Human_Bank_2\human_rifle_thrown_tumblefront
@call munge_subdir.bat Human_Bank_3\basepose
@call munge_subdir.bat Human_Bank_3\human_sabre_stand_block_front1
@call munge_subdir.bat Human_Bank_3\human_sabre_stand_block_front2
@call munge_subdir.bat Human_Bank_3\human_sabre_stand_block_left1
@call munge_subdir.bat Human_Bank_3\human_sabre_stand_block_left2
@call munge_subdir.bat Human_Bank_3\human_sabre_stand_block_rear1
@call munge_subdir.bat Human_Bank_3\human_sabre_stand_block_rear2
@call munge_subdir.bat Human_Bank_3\human_sabre_stand_block_right1
@call munge_subdir.bat Human_Bank_3\human_sabre_stand_block_right2
@call munge_subdir.bat Human_Bank_3\human_sabre_stand_shoot
@call munge_subdir.bat Human_Bank_3\human_sabre_stand_shoot3
@call munge_subdir.bat Human_Bank_3\human_sbdroid_crouch_idle_emote
@call munge_subdir.bat Human_Bank_3\human_sbdroid_crouch_reload
@call munge_subdir.bat Human_Bank_3\human_sbdroid_crouch_shoot
@call munge_subdir.bat Human_Bank_3\human_sbdroid_crouch_walkbackward
@call munge_subdir.bat Human_Bank_3\human_sbdroid_crouch_walkforward
@call munge_subdir.bat Human_Bank_3\human_sbdroid_diveforward
@call munge_subdir.bat Human_Bank_3\human_sbdroid_jump
@call munge_subdir.bat Human_Bank_3\human_sbdroid_jumpfall
@call munge_subdir.bat Human_Bank_3\human_sbdroid_landhard
@call munge_subdir.bat Human_Bank_3\human_sbdroid_landsoft
@call munge_subdir.bat Human_Bank_3\human_sbdroid_prone_getup_crouch
@call munge_subdir.bat Human_Bank_3\human_sbdroid_prone_getup_stand
@call munge_subdir.bat Human_Bank_3\human_sbdroid_prone_shoot
@call munge_subdir.bat Human_Bank_3\human_sbdroid_stand_getdown_prone
@call munge_subdir.bat Human_Bank_3\human_sbdroid_stand_idle_emote
@call munge_subdir.bat Human_Bank_3\human_sbdroid_stand_reload
@call munge_subdir.bat Human_Bank_3\human_sbdroid_stand_runbackward
@call munge_subdir.bat Human_Bank_3\human_sbdroid_stand_runforward
@call munge_subdir.bat Human_Bank_3\human_sbdroid_stand_shoot
@call munge_subdir.bat Human_Bank_3\human_sbdroid_stand_walkbackward
@call munge_subdir.bat Human_Bank_3\human_sbdroid_stand_walkforward
@call munge_subdir.bat Human_Bank_4\basepose
@call munge_subdir.bat Human_Bank_4\human_bdroid_stand_idle_emote
@call munge_subdir.bat Human_Bank_4\human_bdroid_stand_reload
@call munge_subdir.bat Human_Bank_4\human_bdroid_stand_runforward
@call munge_subdir.bat Human_Bank_4\human_bdroid_stand_shoot
@call munge_subdir.bat Human_Bank_4\human_bdroid_stand_walkforward
@call munge_subdir.bat Human_Bank_4\human_bdroid_stap_ride
@call munge_subdir.bat Human_Bank_4\human_lascannon_stand_runforward
@call munge_subdir.bat Human_Bank_4\human_rifle_die
@call munge_subdir.bat Human_Bank_4\human_rifle_dive2prone
@call munge_subdir.bat Human_Bank_4\human_rifle_fall
@call munge_subdir.bat Human_Bank_4\human_rifle_prone_getup_crouch
@call munge_subdir.bat Human_Bank_4\human_rifle_prone_getup_stand
@call munge_subdir.bat Human_Bank_4\human_rifle_prone_shoot
@call munge_subdir.bat Human_Bank_4\human_rifle_stand_death_backward
@call munge_subdir.bat Human_Bank_4\human_rifle_stand_death_forward
@call munge_subdir.bat Human_Bank_4\human_rifle_stand_death_left
@call munge_subdir.bat Human_Bank_4\human_rifle_stand_death_right
@call munge_subdir.bat Human_Bank_4\human_rifle_stand_getdown_prone
@call munge_subdir.bat Human_Bank_4\human_rifle_stand_getupback
@call munge_subdir.bat Human_Bank_4\human_rifle_stand_getupfront
@call munge_subdir.bat Human_Bank_4\human_sbdroid_stap_ride
@call munge_subdir.bat Human_Bank_4\human_stap_ride
@call munge_subdir.bat Human_Bank_4\human_tool_crouch_getdown_prone
@call munge_subdir.bat Human_Bank_4\human_tool_crouch_idle_emote
@call munge_subdir.bat Human_Bank_4\human_tool_crouch_walkbackward
@call munge_subdir.bat Human_Bank_4\human_tool_crouch_walkforward
@call munge_subdir.bat Human_Bank_4\human_tool_diveforward
@call munge_subdir.bat Human_Bank_4\human_tool_fall
@call munge_subdir.bat Human_Bank_4\human_tool_jump
@call munge_subdir.bat Human_Bank_4\human_tool_jumpfall
@call munge_subdir.bat Human_Bank_4\human_tool_landhard
@call munge_subdir.bat Human_Bank_4\human_tool_landsoft
@call munge_subdir.bat Human_Bank_4\human_tool_prone_getup_crouch
@call munge_subdir.bat Human_Bank_4\human_tool_prone_getup_stand
@call munge_subdir.bat Human_Bank_4\human_tool_prone_walkbackward
@call munge_subdir.bat Human_Bank_4\human_tool_prone_idle_emote
@call munge_subdir.bat Human_Bank_4\human_tool_prone_walkforward
@call munge_subdir.bat Human_Bank_4\human_tool_stand_getdown_prone
@call munge_subdir.bat Human_Bank_4\human_tool_stand_idle_emote
@call munge_subdir.bat Human_Bank_4\human_tool_stand_runbackward
@call munge_subdir.bat Human_Bank_4\human_tool_stand_runforward
@call munge_subdir.bat Human_Bank_4\human_tool_stand_walkbackward
@call munge_subdir.bat Human_Bank_4\human_tool_stand_walkforward
@call munge_subdir.bat Human_Bank_Alert\basepose
@call munge_subdir.bat Human_Bank_Alert\human_animation_alert
@call munge_subdir.bat Human_Bank_Alert\human_bdroid_stand_idle_emote_alert
@call munge_subdir.bat Human_Bank_Alert\human_bdroid_stand_runforward_alert
@call munge_subdir.bat Human_Bank_Alert\human_bdroid_stand_walkforward_alert
@call munge_subdir.bat Human_Bank_Alert\human_rifle_crouch_walkbackward_alert
@call munge_subdir.bat Human_Bank_Alert\human_rifle_crouch_idle_emote_alert
@call munge_subdir.bat Human_Bank_Alert\human_rifle_crouch_walkforward_alert
@call munge_subdir.bat Human_Bank_Alert\human_rifle_stand_idle_emote_alert
@call munge_subdir.bat Human_Bank_Alert\human_rifle_stand_runbackward_alert
@call munge_subdir.bat Human_Bank_Alert\human_rifle_stand_runforward_alert
@call munge_subdir.bat Human_Bank_Alert\human_rifle_stand_walkbackward_alert
@call munge_subdir.bat Human_Bank_Alert\human_rifle_stand_walkforward_alert
@call munge_subdir.bat Human_Bank_Alert\human_sbdroid_crouch_idle_emote_alert
@call munge_subdir.bat Human_Bank_Alert\human_sbdroid_crouch_walkbackward_alert
@call munge_subdir.bat Human_Bank_Alert\human_sbdroid_crouch_walkforward_alert
@call munge_subdir.bat Human_Bank_Alert\human_sbdroid_stand_idle_emote_alert
@call munge_subdir.bat Human_Bank_Alert\human_sbdroid_stand_runbackward_alert
@call munge_subdir.bat Human_Bank_Alert\human_sbdroid_stand_runforward_alert
@call munge_subdir.bat Human_Bank_Alert\human_sbdroid_stand_walkforward_alert
@call munge_subdir.bat Human_Bank_Alert\human_sbdroid_stand_walkbackward_alert
@call munge_subdir.bat Human_Bank_Alert\human_tool_crouch_idle_emote_alert
@call munge_subdir.bat Human_Bank_Alert\human_tool_crouch_walkbackward_alert
@call munge_subdir.bat Human_Bank_Alert\human_tool_crouch_walkforward_alert
@call munge_subdir.bat Human_Bank_Alert\human_tool_stand_idle_emote_alert
@call munge_subdir.bat Human_Bank_Alert\human_tool_stand_runbackward_alert
@call munge_subdir.bat Human_Bank_Alert\human_tool_stand_runforward_alert
@call munge_subdir.bat Human_Bank_Alert\human_tool_stand_walkbackward_alert
@call munge_subdir.bat Human_Bank_Alert\human_tool_stand_walkforward_alert
@call munge_subdir.bat human_lowrez\basepose
@call munge_subdir.bat human_lowrez\humanlz_drive
@call munge_subdir.bat human_lowrez\humanlz_ride
@call munge_subdir.bat human_lowrez\humanlz_rifle_crouch_idle_emote
@call munge_subdir.bat human_lowrez\humanlz_rifle_jetpack_hover
@call munge_subdir.bat human_lowrez\humanlz_rifle_prone_idle_emote
@call munge_subdir.bat human_lowrez\humanlz_rifle_stand_death01
@call munge_subdir.bat human_lowrez\humanlz_rifle_stand_deathbackward
@call munge_subdir.bat human_lowrez\humanlz_rifle_stand_deathforward
@call munge_subdir.bat human_lowrez\humanlz_rifle_stand_deathleft
@call munge_subdir.bat human_lowrez\humanlz_rifle_stand_deathright
@call munge_subdir.bat human_lowrez\humanlz_rifle_stand_flail
@call munge_subdir.bat human_lowrez\humanlz_rifle_stand_idle
@call munge_subdir.bat human_lowrez\humanlz_rifle_stand_runforward
@call munge_subdir.bat human_lowrez\humanlz_rifle_stand_shoot
@call munge_subdir.bat human_lowrez\humanlz_speederbike_9pose

@REM first person animation banks
@call munge_subdir.bat Human_Bank_FP\_1st_bazooka_flail
@call munge_subdir.bat Human_Bank_FP\_1st_bazooka_idle
@call munge_subdir.bat Human_Bank_FP\_1st_bazooka_jump
@call munge_subdir.bat Human_Bank_FP\_1st_bazooka_jump_land
@call munge_subdir.bat Human_Bank_FP\_1st_bazooka_reload
@call munge_subdir.bat Human_Bank_FP\_1st_bazooka_run
@call munge_subdir.bat Human_Bank_FP\_1st_bazooka_shoot
@call munge_subdir.bat Human_Bank_FP\_1st_droideka_idle
@call munge_subdir.bat Human_Bank_FP\_1st_droideka_reload
@call munge_subdir.bat Human_Bank_FP\_1st_droideka_shoot
@call munge_subdir.bat Human_Bank_FP\_1st_droideka_walk
@call munge_subdir.bat Human_Bank_FP\_1st_grenade_charge
@call munge_subdir.bat Human_Bank_FP\_1st_grenade_shoot
@call munge_subdir.bat Human_Bank_FP\_1st_handsdown
@call munge_subdir.bat Human_Bank_FP\_1st_grenade_shoot2
@call munge_subdir.bat Human_Bank_FP\_1st_lascannon_flail
@call munge_subdir.bat Human_Bank_FP\_1st_lascannon_idle
@call munge_subdir.bat Human_Bank_FP\_1st_lascannon_jump
@call munge_subdir.bat Human_Bank_FP\_1st_lascannon_run
@call munge_subdir.bat Human_Bank_FP\_1st_lascannon_shoot
@call munge_subdir.bat Human_Bank_FP\_1st_rifle_flail
@call munge_subdir.bat Human_Bank_FP\_1st_rifle_idle
@call munge_subdir.bat Human_Bank_FP\_1st_rifle_jump
@call munge_subdir.bat Human_Bank_FP\_1st_rifle_jump_land
@call munge_subdir.bat Human_Bank_FP\_1st_rifle_reload
@call munge_subdir.bat Human_Bank_FP\_1st_rifle_run
@call munge_subdir.bat Human_Bank_FP\_1st_rifle_shoot
@call munge_subdir.bat Human_Bank_FP\_1st_sbdroid_idle
@call munge_subdir.bat Human_Bank_FP\_1st_sbdroid_run
@call munge_subdir.bat Human_Bank_FP\_1st_sbdroid_shoot
@call munge_subdir.bat Human_Bank_FP\_1st_tool_flail
@call munge_subdir.bat Human_Bank_FP\_1st_tool_idle
@call munge_subdir.bat Human_Bank_FP\_1st_tool_jump
@call munge_subdir.bat Human_Bank_FP\_1st_tool_jump_land
@call munge_subdir.bat Human_Bank_FP\_1st_tool_reload
@call munge_subdir.bat Human_Bank_FP\_1st_tool_repair
@call munge_subdir.bat Human_Bank_FP\_1st_tool_run
@call munge_subdir.bat Human_Bank_FP\_1st_tool_shoot
@call munge_subdir.bat Human_Bank_FP\basepose

@REM addons
@call munge_subdir.bat SoldierAddon\imp_inf_vader_cape
@call munge_subdir.bat SoldierAddon\cis_inf_dooku_cape

@REM vehicles
@call munge_subdir.bat all_fly_snowspeeder\all_snowspeeder_9pose
@call munge_subdir.bat all_fly_snowspeeder\basepose
@call munge_subdir.bat all_fly_xwing\basepose
@call munge_subdir.bat all_fly_xwing\takeoff
@call munge_subdir.bat all_fly_ywing\basepose
@call munge_subdir.bat all_fly_ywing\takeoff
@call munge_subdir.bat bes_fly_cloudcar\basepose
@call munge_subdir.bat bes_fly_cloudcar\takeoff
@call munge_subdir.bat cis_fly_maf\basepose
@call munge_subdir.bat cis_fly_maf\takeoff
@call munge_subdir.bat cis_walk_droideka\basepose
@call munge_subdir.bat cis_walk_droideka\death01
@call munge_subdir.bat cis_walk_droideka\fire
@call munge_subdir.bat cis_walk_droideka\fold
@call munge_subdir.bat cis_walk_droideka\idle
@call munge_subdir.bat cis_walk_droideka\idle_to_leftfoot
@call munge_subdir.bat cis_walk_droideka\leftfoot_to_idle
@call munge_subdir.bat cis_walk_droideka\rightfoot_to_idle
@call munge_subdir.bat cis_walk_droideka\roll
@call munge_subdir.bat cis_walk_droideka\roll_pose
@call munge_subdir.bat cis_walk_droideka\turnL
@call munge_subdir.bat cis_walk_droideka\turnR
@call munge_subdir.bat cis_walk_droideka\unfold
@call munge_subdir.bat cis_walk_droideka\walk_leftfoot_rightfoot
@call munge_subdir.bat cis_walk_droideka\walk_rightfoot_leftfoot
@call munge_subdir.bat cis_walk_droideka\walkloop
@call munge_subdir.bat cis_walk_spider\basepose
@call munge_subdir.bat cis_walk_spider\idle
@call munge_subdir.bat cis_walk_spider\idle_to_leftfoot
@call munge_subdir.bat cis_walk_spider\leftfoot_to_idle
@call munge_subdir.bat cis_walk_spider\leftfoot_up
@call munge_subdir.bat cis_walk_spider\rightfoot_to_idle
@call munge_subdir.bat cis_walk_spider\rightfoot_up
@call munge_subdir.bat cis_walk_spider\turnL
@call munge_subdir.bat cis_walk_spider\turnR
@call munge_subdir.bat cis_walk_spider\walk_leftfoot_rightfoot
@call munge_subdir.bat cis_walk_spider\walk_rightfoot_leftfoot
@call munge_subdir.bat nab_walk_fambaa\basepose
@call munge_subdir.bat nab_walk_fambaa\fambaa_death
@call munge_subdir.bat nab_walk_fambaa\fambaa_idle
@call munge_subdir.bat rep_fly_assault\basepose
@call munge_subdir.bat rep_fly_assault\takeoff
@call munge_subdir.bat rep_fly_gunship\basepose
@call munge_subdir.bat rep_fly_jedifighter\takeoff
@call munge_subdir.bat rep_fly_jedifighter\basepose
@call munge_subdir.bat rep_fly_vtrans\dropoff
@call munge_subdir.bat rep_fly_vtrans\basepose
@call munge_subdir.bat rep_walk_kaadu\basepose
@call munge_subdir.bat rep_walk_kaadu\death01
@call munge_subdir.bat rep_walk_kaadu\idle
@call munge_subdir.bat rep_walk_kaadu\idle_to_leftfoot
@call munge_subdir.bat rep_walk_kaadu\leftfoot_to_idle
@call munge_subdir.bat rep_walk_kaadu\rightfoot_to_idle
@call munge_subdir.bat rep_walk_kaadu\turnL
@call munge_subdir.bat rep_walk_kaadu\turnR
@call munge_subdir.bat rep_walk_kaadu\walk_leftfoot_rightfoot
@call munge_subdir.bat rep_walk_kaadu\walk_rightfoot_leftfoot
@call munge_subdir.bat tat_hover_skiff\basepose
@call munge_subdir.bat tat_hover_skiff\tat_skiff_9pose

@REM props
@call munge_subdir.bat bes2_carbon_forklift\activate
@call munge_subdir.bat bes2_carbon_forklift\basepose
@call munge_subdir.bat bes2_carbon_forklift\idle
@call munge_subdir.bat cis_fly_fedcoreship\basepose
@call munge_subdir.bat cis_fly_fedcoreship\takeoff
@call munge_subdir.bat geo_bldg_technounion\basepose
@call munge_subdir.bat geo_bldg_technounion\destroy
@call munge_subdir.bat geo_bldg_technounion\idle
@call munge_subdir.bat tat1_bldg_sarlacctentacle\basepose
@call munge_subdir.bat tat1_bldg_sarlacctentacle\grab
@call munge_subdir.bat tat1_bldg_sarlacctentacle\grab1
@call munge_subdir.bat tat1_bldg_sarlacctentacle\grab2
@call munge_subdir.bat tat1_bldg_sarlacctentacle\idle[/code]
munge_animation.bat with fix
Hidden/Spoiler:
[code]@REM called from $\Animations\type\subfolder\
@REM all params are passed to zenasset
@REM if there are more than 9 parameters to pass, you can enclose all params in double quotes
@setlocal

@set MUNGE_ROOT_DIR=..\..\..
REM @if "%MUNGE_BIN_DIR%"=="" (
@set MUNGE_BIN_DIR=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin
@set PATH=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin;%PATH%
REM )

zenasset /multimsh /writefiles %~1 > ZenAsset.log

@mkdir %MUNGE_ROOT_DIR%\%2\MUNGED
binmunge -inputfile *.zaa -chunkid zaa_ -ext zaabin -outputdir %MUNGE_ROOT_DIR%\%2\MUNGED\
binmunge -inputfile *.zaf -chunkid zaf_ -ext zafbin -outputdir %MUNGE_ROOT_DIR%\%2\MUNGED\
del *.zaa
del *.zaf
move *.anims %MUNGE_ROOT_DIR%\%2\MUNGED\
@endlocal[/code]
munge_subdir.bat setup
Hidden/Spoiler:
[code]@REM called from $\Animations
@if not exist %1 goto error

@set PWD=%CD%
@cd %1
@call munge.bat
@cd %PWD%
@goto end

:error
@echo ERROR: Animation sub-directory %1 does not exist!
:end[/code]
There are a total of 27 animation folders all of which contain a single basepose.msh file

Every munge.bat file within those 27 folders has the following code with *** changed accordingly

Code: Select all

@call ..\munge_animation.bat "/keepframe0 /dest ***.zaf /comp_debug 0 /debug" Sides\BFU
Upon pressing munge.bat in any of the animation folders it opens for a second then blank ZenAsset.txt appears in folder
Upon pressing munge_animation it opens for a second then closes, nothing happens
Nothing appears in C:\BF2_ModTools\data_ABC\Sides\bfu\munged
Every file is unchecked for readonly

This was supposed to be simple. I understand the process better maybe I should just scrap what I have and start again. I have no idea why this is happening, should have been done in minutes.

Re: "undefined weapon animbank"

Posted: Tue Jan 22, 2013 12:25 am
by AceMastermind
Set up the folder structure like this:

BF2_ModTools
  • data_ABC
    • Animations
      • SoldierAnimationBank
        • munge_animation.bat
          human
          • munge.bat
            basepose.msh
            all your animations.msh
Don't worry about anything else, remove anything not in that hierarchy below the 'Animations' folder. Munge these animations from the munge.bat inside the 'human' folder. What results do you get?

If the munge path is set like this in the munge.bat:

Code: Select all

@call ..\munge_animation.bat "/keepframe0 /dest human.zaf" Sides\BFU
then you should have 3 files in:

Code: Select all

C:\BF2_ModTools\data_ABC\Sides\bfu\munged
human.anims
human.zaabin
human.zafbin

Re: "undefined weapon animbank"

Posted: Tue Jan 22, 2013 10:02 am
by Glitch25
I set everything up like you suggested, no other animation folders within SoliderAnimationBank other than Human

C:\BF2_ModTools\data_ABC\Animations\SoldierAnimationBank\Human

In the animations folder munge_animation.bat is still setup the same way
basepose.msh remains in the Human folder along with all the human animations

I click munge.bat, black box pops up for a second. It closes instantly.

Code: Select all

@call ..\munge_animation.bat "/keepframe0 /dest Human.zaf" Sides\BFU
Nothing has appeared in C:\BF2_ModTools\data_ABC\Sides\bfu\munged

I really appreciate your help so far, but if you no longer feel like trying to help I understand, this is ridiculous. I think I'll try and find someone who would be willing to munge what I've worked on for the past few hours so I can move on with the side conversion.

Edit: When I press munge.bat in the animations folder it says up for quite a while and the following error appears over and over again as it attempts to munge the animation. "Error: Animation sub-directory *** does not exist" after it goes through the list it closes.

Re: "undefined weapon animbank"

Posted: Tue Jan 22, 2013 2:48 pm
by AceMastermind
Is it possible that Windows 7 security could be preventing files from being written to that destination? Open a command prompt in the human folder then type munge.bat and press Enter, this will keep the window open so you can read all the messages.

Re: "undefined weapon animbank"

Posted: Tue Jan 22, 2013 3:23 pm
by Glitch25
Alright, ran it in CMD, it stayed open this time. Got this.

Got a whole lot of the same line for
C:\BF2_ModTools\data_ABC\Animations\munge.bat
Hidden/Spoiler:
[code]'munge_subdir.bat' is not recognized as an internal or external command,
operable program or batch file.
'munge_subdir.bat' is not recognized as an internal or external command,
operable program or batch file.
'munge_subdir.bat' is not recognized as an internal or external command,
operable program or batch file.
'munge_subdir.bat' is not recognized as an internal or external command,[/code]
C:\BF2_ModTools\data_ABC\Animations\Human\munge.bat
Hidden/Spoiler:
[code]'..\munge_animation.bat' is not recognized as an internal or external command,
operable program or batch file.[/code]
C:\BF2_ModTools\data_ABC\Animations\munge_animation.bat
Hidden/Spoiler:
[code]C:\Users\owner>REM @if ""=="" <

C:\Users\owner>REM >

C:\Users\owner>zenasset /multimsh /writefiles 1>ZenAsset.log
'zenasset' is not recognized as an internal or external command,
operable program or batch file.
A subdirectory or file ..\..\..\\MUNGED already exists.

C:\Users\owner>binmunge -inputfile *.zaa -chunkid zaa_ -ext zaabin -outputdir ..
\..\..\\MUNGED\
'bunmunge' is not recognized as an internal or external command,
operable program or batch file.

C:\Users\owner>binmunge -inputfile *.zaa -chunkid zaa_ -ext zaabin -outputdir ..
\..\..\\MUNGED\
'bunmunge' is not recognized as an internal or external command,
operable program or batch file.

C:\Users\owner>del *.zaa
Could Not Find C:\Users\owner\*zaa

C:\Users\owner>del *.zaa
Could Not Find C:\Users\owner\*zaa

C:\Users\owner>move *.anims ..\..\..\\MUNGED\
A duplicate file name exists, or the file
cannot be found.[/code]

Re: "undefined weapon animbank"

Posted: Tue Jan 22, 2013 4:40 pm
by AceMastermind
Glitch25 wrote:C:\BF2_ModTools\data_ABC\Animations\munge.bat
Get rid of this munge.bat, you don't need it.

Code: Select all

... not recognized as an internal or external command, operable program or batch file.
^ These messages usually indicate messed up Windows environment variables. You should be able to Google the Windows 7 fix for this.

EDIT
Here's a thread from a while ago where this was discussed:
forums/viewtopic.php?f=37&t=26287


EDIT2
This app provides an alternative to using the BF2_modtools for munging animations:
https://github.com/Schlechtwetterfront/mshsuite
Discussion thread:
forums/viewtopic.php?f=36&t=28451

Re: "undefined weapon animbank"

Posted: Tue Jan 22, 2013 4:53 pm
by Glitch25
Alright so this problem is because of my operating system.

I'll see what I can do. In the meantime I need to ask someone else to munge the animations. Thanks AceMasterMind. :D

Re: "undefined weapon animbank"

Posted: Tue Jan 22, 2013 6:29 pm
by CressAlbane
What? You should be able to resolve that within a matter of minutes. It's not an inherent conflict with the OS, it's rather a messed-up Path variable. Try looking at the link Ace gave me in the other topic - it helped me out a lot.

Re: "undefined weapon animbank"

Posted: Tue Jan 22, 2013 7:17 pm
by kinetosimpetus
it looks like you're running cmd from your User folder not the mod folder. cmd can't find the munge bats because it's not in the right folder.

use "cd C:\\BF2_Motdools\*insert the rest of the folder path here*" to move the prompt to the right folder.

Re: "undefined weapon animbank"

Posted: Tue Jan 22, 2013 8:43 pm
by Glitch25
kinetosimpetus wrote:it looks like you're running cmd from your User folder not the mod folder. cmd can't find the munge bats because it's not in the right folder.

use "cd C:\\BF2_Motdools\*insert the rest of the folder path here*" to move the prompt to the right folder.
Same result. :?
Hidden/Spoiler:
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