Jawa anims? o.O
Moderator: Moderators
-
FOOLIS
- Jedi

- Posts: 1038
- Joined: Tue Jan 16, 2007 3:59 pm
- Location: Germany
Jawa anims? o.O
Hey ,
I have a problem my map crashes and this is what the mungelog says :
ERROR[levelpack req\tat_inf_jawa.req]:Could not open munged\pc\jawa.anims for input. DOS reports:
No such file or directory
ERROR[levelpack req\tat_inf_jawa.req]:Could not open munged\pc\jawa.anims for input. DOS reports:
No such file or directory
2 Errors 0 Warnings
ERROR[levelpack req\tat_inf_jawa.req]:Could not open munged\pc\jawa.anims for input. DOS reports:
No such file or directory
ERROR[levelpack req\tat_inf_jawa.req]:Could not open munged\pc\jawa.anims for input. DOS reports:
No such file or directory
2 Errors 0 Warnings
the problem is that i canf find this file so please help me
thx
-FOOLIS
I have a problem my map crashes and this is what the mungelog says :
ERROR[levelpack req\tat_inf_jawa.req]:Could not open munged\pc\jawa.anims for input. DOS reports:
No such file or directory
ERROR[levelpack req\tat_inf_jawa.req]:Could not open munged\pc\jawa.anims for input. DOS reports:
No such file or directory
2 Errors 0 Warnings
ERROR[levelpack req\tat_inf_jawa.req]:Could not open munged\pc\jawa.anims for input. DOS reports:
No such file or directory
ERROR[levelpack req\tat_inf_jawa.req]:Could not open munged\pc\jawa.anims for input. DOS reports:
No such file or directory
2 Errors 0 Warnings
the problem is that i canf find this file so please help me
thx
-FOOLIS
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: Jawa anims? o.O
There are no special "jawa" animations. The Jawa uses standard animations, just on the Jawa skeleton. Copy over the Jawa files from the "des" munged folder (which you've probably already done), call for the Jawa skeleton in your .odf, but don't specify AnimationBank = "jawa". See "tat_inf_jawa" for reference.
-
FOOLIS
- Jedi

- Posts: 1038
- Joined: Tue Jan 16, 2007 3:59 pm
- Location: Germany
Re: Jawa anims? o.O
Sry but i cant understand what you are trying to tell me 
Normally it MUST work because i´m using the normal DES side and i havent changed anything on the jawa´s odf .
Normally it MUST work because i´m using the normal DES side and i havent changed anything on the jawa´s odf .
-
The_Emperor
- Supreme Galactic Ruler
- Posts: 2118
- Joined: Sat Dec 10, 2005 6:30 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Waaaaay over there.
Re: Jawa anims? o.O
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: Jawa anims? o.O
I'm not sure what your problem is, then. The jawa .odf doesn't call for any animations, for good reason - there's no such file as "jawa.anims". There's a jawa.zafbin and jawalz.zafbin, which are the two files the .odf calls for the skeleton. Those are the only files the jawa .odf calls for, and they are the only two files in the DES "munged" folder. You know for sure this is why your map is crashing?
-
FOOLIS
- Jedi

- Posts: 1038
- Joined: Tue Jan 16, 2007 3:59 pm
- Location: Germany
Re: Jawa anims? o.O
@The Emperor : I already made one but i´ll take a look at yours because you are a very good skinner 
@ Mav´ : This is the Jawa odf :
[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "tat_inf_jawa.msh"
[Properties]
FootWaterSplashEffect = "com_sfx_watersplash_sm"
WaterSplashEffect = "com_sfx_watersplash_md"
WakeWaterSplashEffect = "com_sfx_watersplash_wade"
//this keeps the player from entering first person with this char
forcemode = 1
UnitType = "support"
AISizeType = "SOLDIER"
NoEnterVehicles = 1
GeometryName = "tat_inf_jawa"
GeometryLowRes = "tat_inf_jawa_low1"
SkeletonName = "jawa"
SkeletonLowRes = "jawalz"
SkeletonRootScale = "0.6"
SkeletonRootScaleLowRes = "0.6"
CollisionRootScale = "0.6"
// these are correct for the dudes running around in Tat 2.....but not if you play as one, WTF?
CollisionHeadOffset = "0.0 0.85 0.1"
CollisionTorsoOffset = "0.0 0.7 0.0"
CAMERASECTION = "STAND"
EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.75 3.5"
TiltValue = "7"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.75 3.5"
TiltValue = "7"
CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.75 5.0"
TiltValue = "7"
CameraBlendTime = "0.75"
MaxHealth = 250.0
Acceleraton = 30.0
MaxSpeed = 5.0
MaxStrafeSpeed = 4.0
MaxTurnSpeed = 3.0
WeaponName1 = "tat_weap_inf_jawa_arccaster"
WeaponAmmo1 = 0
DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.25
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.02
//SOUND
HurtSound = "tat_inf_jawa_hurt"
DeathSound = "tat_inf_jawa_death"
//LeftFootstepSound = "soldierstepleft"
//RightFootstepSound = "soldierstepright"
AcquiredTargetSound = "tat_inf_jawa_chatter"
HidingSound = "tat_inf_jawa_chatter"
ApproachingTargetSound = "tat_inf_jawa_chatter"
FleeSound = "tat_inf_jawa_chatter"
PreparingForDamageSound = "tat_inf_jawa_chatter"
HeardEnemySound = "tat_inf_jawa_heard"
//WaterWadingSound = "com_inf_wading"
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
//RollSound = "com_inf_roll"
JumpSound = ""
LandSound = ""
ClothingRustleSound = ""
LowHealthSound = "tat_inf_jawa_chatter"
LowHealthThreshold = "1.1"
VOUnitType = 172
VOSound = "jawa_inf_chatter_AcquiredTarget AcquiredTarget"
VOSound = "jawa_inf_chatter_NearbyFriendlySlaughter NearbyFriendlySlaughter"
VOSound = "jawa_inf_chatter_KillingSpree4 KillingSpree4"
VOSound = "jawa_inf_chatter_Grenade Grenade"
VOSound = "jawa_inf_chatter_FriendlyFire FriendlyFire"
@ Mav´ : This is the Jawa odf :
[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "tat_inf_jawa.msh"
[Properties]
FootWaterSplashEffect = "com_sfx_watersplash_sm"
WaterSplashEffect = "com_sfx_watersplash_md"
WakeWaterSplashEffect = "com_sfx_watersplash_wade"
//this keeps the player from entering first person with this char
forcemode = 1
UnitType = "support"
AISizeType = "SOLDIER"
NoEnterVehicles = 1
GeometryName = "tat_inf_jawa"
GeometryLowRes = "tat_inf_jawa_low1"
SkeletonName = "jawa"
SkeletonLowRes = "jawalz"
SkeletonRootScale = "0.6"
SkeletonRootScaleLowRes = "0.6"
CollisionRootScale = "0.6"
// these are correct for the dudes running around in Tat 2.....but not if you play as one, WTF?
CollisionHeadOffset = "0.0 0.85 0.1"
CollisionTorsoOffset = "0.0 0.7 0.0"
CAMERASECTION = "STAND"
EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.75 3.5"
TiltValue = "7"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.75 3.5"
TiltValue = "7"
CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.75 5.0"
TiltValue = "7"
CameraBlendTime = "0.75"
MaxHealth = 250.0
Acceleraton = 30.0
MaxSpeed = 5.0
MaxStrafeSpeed = 4.0
MaxTurnSpeed = 3.0
WeaponName1 = "tat_weap_inf_jawa_arccaster"
WeaponAmmo1 = 0
DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.25
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.02
//SOUND
HurtSound = "tat_inf_jawa_hurt"
DeathSound = "tat_inf_jawa_death"
//LeftFootstepSound = "soldierstepleft"
//RightFootstepSound = "soldierstepright"
AcquiredTargetSound = "tat_inf_jawa_chatter"
HidingSound = "tat_inf_jawa_chatter"
ApproachingTargetSound = "tat_inf_jawa_chatter"
FleeSound = "tat_inf_jawa_chatter"
PreparingForDamageSound = "tat_inf_jawa_chatter"
HeardEnemySound = "tat_inf_jawa_heard"
//WaterWadingSound = "com_inf_wading"
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
//RollSound = "com_inf_roll"
JumpSound = ""
LandSound = ""
ClothingRustleSound = ""
LowHealthSound = "tat_inf_jawa_chatter"
LowHealthThreshold = "1.1"
VOUnitType = 172
VOSound = "jawa_inf_chatter_AcquiredTarget AcquiredTarget"
VOSound = "jawa_inf_chatter_NearbyFriendlySlaughter NearbyFriendlySlaughter"
VOSound = "jawa_inf_chatter_KillingSpree4 KillingSpree4"
VOSound = "jawa_inf_chatter_Grenade Grenade"
VOSound = "jawa_inf_chatter_FriendlyFire FriendlyFire"
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: Jawa anims? o.O
Like I asked, are you sure (i.e. BF2Modtools told you) that this is why your map is crashing?
-
FOOLIS
- Jedi

- Posts: 1038
- Joined: Tue Jan 16, 2007 3:59 pm
- Location: Germany
Re: Jawa anims? o.O
Yes i´m really sure because its the only thing what the MungeLog says
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: Jawa anims? o.O
...and what does the BF2Log say? Mungelog isn't always indicative of crashes (although errors usually do cause crashes).
-
FOOLIS
- Jedi

- Posts: 1038
- Joined: Tue Jan 16, 2007 3:59 pm
- Location: Germany
Re: Jawa anims? o.O
I have DVD version , so i cant use it BUT i cleaned the side and now it work thank you Mav´
- Frisbeetarian
- Jedi

- Posts: 1233
- Joined: Wed Sep 12, 2007 3:13 pm
Re: Jawa anims? o.O
If you need to create a bf2log (which you probably will eventually) there is a WAY to do it in the DVD version.
-
MandeRek
- Sith Master

- Posts: 2766
- Joined: Tue Oct 02, 2007 10:51 am
- Projects :: Battlefront Zer0
- xbox live or psn: No gamertag set
- Location: Ghosting around GT
- Contact:
Re: Jawa anims? o.O
Right, copy the BF2_ModTools.exe from the modtools folder and paste it in Star Wars Battlefront II\GameData
The run the BF2_ModTools.exe, and play the map that crashes. A text file will be formed in the GameData folder. This should work
The run the BF2_ModTools.exe, and play the map that crashes. A text file will be formed in the GameData folder. This should work
-
Caleb1117
- 2008 Most Original Avatar
- Posts: 3096
- Joined: Sun Aug 20, 2006 5:55 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: X-Fire: caleb1117 ಠ_ಠ
Re: Jawa anims? o.O
Normaly yea, but he has the DVD version try Frisbeetarian's link.MandeRek wrote:Right, copy the BF2_ModTools.exe from the modtools folder and paste it in Star Wars Battlefront II\GameData
The run the BF2_ModTools.exe, and play the map that crashes. A text file will be formed in the GameData folder. This should work
-
MandeRek
- Sith Master

- Posts: 2766
- Joined: Tue Oct 02, 2007 10:51 am
- Projects :: Battlefront Zer0
- xbox live or psn: No gamertag set
- Location: Ghosting around GT
- Contact:
Re: Jawa anims? o.O
Oh yeah sorry you're right... I've got the same problem 
