You can. I never tried that before but you first would need the following:
Ventress Sabers working on Aayla's animations working (If there are others, take them. I believe you are referring to her two sabers).
Ventress Sabers connected on Maul's animations working.
I don't know if you have these assets but for the first one you need a working venrtess sample with her two sabers. Then the same but letting her use Maul's weapon instead (only if you don't have her assets; where she connected her sabers as a staff).
Now the tricky part. But first some background knoweldge is required.
Every melee or saber weapon in Battlefront II uses animations from certain animation folders. You don't need to when you add any saber to any unit. They will use stock animations either (which look "slabby" though). Your saber is being loaded as an odf. This odf refers to your saber .msh and animation .combo file. This file is the most important one when adding sabers to units.
Alright for example. Darth Maul uses
cis_weap_doublesaber. This weapon reads a combo file: cis_hero_darthmaul.combo
This combo file reads Darth Mauls MUNGED animations in data_XXX/Side/cis/munged.
Okay now when you want to add aayla's sabers and darthmaul's saber to one unit do the following:
Replace your unit's weapon section with these:
Code: Select all
WeaponName1 = "cis_weap_doublesaber"
WeaponAmmo1 = 0
WeaponName2 = "rep_weap_lightsaber_aalya"
WeaponAmmo2 = 0
Now replace your AnimationName with this one:
Now go to data_XXX/Animations/SoldierAnimationBank and create a new folder called "Ventress".
Now go to Assets/Animations/SoldierAnimationbank/aalya and copy all files from there into your venrtess folder.
You do the same with maul's animations. Copy them all into your Ventress folder.
When you are done go and rename all .msh files inside your Ventress folder like these:
aalya_sabre_sprint_full to
ventress_sabre_sprint_full
aalya_sabre_stand_attack1c_full to
ventress_sabre_stand_attack1c_full
maul_sabre_sprint_upper to
ventress_sabre_sprint_upper
IMPORTANT: Keep the basepose.msh there. Best you use Mauls since Aaylas will have unecessary nulls attached to her skeletion due to her tentacles.
When you are done edit the munge.bat and change the last three letters into your side name.
Example:
@call ..\munge_animation.bat "/keepframe0 /dest maul.zaf /comp_debug 0 /debug" Sides/CIS
to
@call ..\munge_animation.bat "/keepframe0 /dest maul.zaf /comp_debug 0 /debug" Sides/REP
By the way when you use a 64bit system add the following line above the @call... line:
@set path=C:/windows/system32
Now copy all .msh, .odf, .tga, .option AND .combo files into your side's folders. Or use the ones you already have when you have Ventresses assets.
Now when you are done you have:
-New munged animations which contain Aaylas and Mauls.
-A new odf reading your new Animation name and two weapon names.
-A side folder containing your new,
already tested, functional weapons.
-A lot of patience.
Now your unit reads a new animation set so two saber weapons can read them.