Double hand pistol animation [Solved]

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jojo3450
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Double hand pistol animation [Solved]

Post by jojo3450 »

ok so I followed this tutorial
http://www.gametoast.com/viewtopic.php?f=64&t=20261

here is the tutorial
Hidden/Spoiler:
[code]How to create and munge a custom animationset:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1. Go to the BF2_ModTools\assets\Animations\ folder and copy the munge.bat clean.bat and munge_subdir.bat files.

2. Paste them in the data_YOURMAPID\Animations\ folder

3. Open the munge.bat (rightclick->edit) and delete all lines except the first three 4 lines.

4. Change the "human0" entry in the "@call munge_subdir.bat SoldierAnimationBank\human_0" line to the name of your new animset, ill call it "elite".

5. Open the "SoldierAnimationBank" folder -you will see a folder called "template" inside- rename it to "elite".

6. When you open this folder you will see another munge.bat, open it and it will look like this:
"@call ..\munge_animation.bat "/keepframe0 /dest aalya.zaf" Sides\REP" rename "REP" to the side you want to munge your animation to.

7. Rename "aalya.zaf" to "elite.zaf", close and save the munge.bat

8. Now go to the "BF2_ModTools\assets\Animations\SoldierAnimationBank\human_0" folder, copy the basepose.msh file and paste it in your "elite" folder.

9. Copy and paste the animations which came with this pack also in the "elite" folder.

10.Animationnames are set up like this:
"elite_pistol_stand_runforward_upper.msh"
"elite" determinates the animationset, if you name your animset differently you have to rename the prefix of all animations.
"pistol" is the name of the animationbank, that means that in this case all pistols will use this animation
(other animbanks are tool,meele,bazooka etc.).
"stand" is the posture, battlefront knows four postures: stand,standaler,crouch and crouchalert, the animposture is used after a wepon was fired.
"runforward" is the name of the state in which this animation is played. (other states are idle_emote,shoot,reload,jump etc. ).
and the "upper"-extension defines for which part of the body the animation is applied in this case its the upperbody.
usually only the "upper"-, and "full" or no extensions are used. if you use "upper" the lowerbody will use the stock animation for this state.

11.Now launch the munge.bat in the "Animations" folder. If you've done everything right you will now have "elite.anims","elite.zafbin" and
"elite.zaabin" in the "munged" folder of the side you've choosen.

12.Open the odf of the unit you want to give the the new anim and write "AnimationName = "elite"" under "[Properties]"

13.Munge your map and enjoy the new animations!

Notes:
-If you dont like the (awesome) walkanimations, just delete the "elite_pistol_stand_runforward_upper.msh" and
elite_pistol_standalert_runforward_upper.msh animations and remunge the animset. Battlefront will allways use the stockanims
(humanX_...) for all animations that arent included in your customanimset.
-If you want to put anonther animationset in the hirarchy between the "human_X"- and your animset, write it behind you customanimset in your odf.
E.g. "AnimationName = "cloneassassin aalya"" this unit will look in the aalya animationset if it cant find an anim in the "cloneassassin" set.
If it cant find the anim in the "aalya" animset either, it will ude the base "human_X" anim. (Of course you have to load the additional anim )[/code]

some things i did not get on 3.it says delete the "first three 4 lines" which is it the first 4 or 3 lines?
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AceMastermind
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Re: Double hand pistol animation

Post by AceMastermind »

Forget that line, no need to do that. Use this simplified tutorial instead.

1. Copy the 'SoldierAnimationBank' folder from:
BF2_ModTools\assets\Animations\
to:
data_ABC\Animations\

The path will look like this:
data_ABC\Animations\SoldierAnimationBank

2. Open the 'SoldierAnimationBank' folder, you will see a folder inside called 'template', rename it to 'elite'.
The path will look like this:
data_ABC\Animations\SoldierAnimationBank\elite
(The folder name is arbitrary, it has no effect on the munged output, you could just leave it named 'template')

3. When you open the 'elite' folder you will see a 'munge.bat', open it and the contents will look like this:
"@call ..\munge_animation.bat "/keepframe0 /dest aalya.zaf" Sides\REP"

Rename 'aalya' to 'elite'
Rename 'REP' to the side you want to munge your animation to, save and close the munge.bat.

4. Now go to:
BF2_ModTools\assets\Animations\SoldierAnimationBank\human_0
and copy the 'basepose.msh' file and paste it in your 'elite' folder.

5. Copy the animation msh files from the 'Pistol animations' folder in the archive to the 'elite' folder.

6. Now launch the 'munge.bat' inside the 'elite' folder.
If you've done everything right you will now have 'elite.anims', 'elite.zafbin' and 'elite.zaabin' in the 'munged' folder of the side you've chosen.


EDIT
If you encounter an error when munging such as "bla bla was unexpected at this time", then you may need to edit your munge_animation.bat.
Overwrite the contents of it with this:
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=..\..\..
@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]
Source:
http://www.gametoast.com/viewtopic.php?f=64&t=30415
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