well since i cant munge animations in bf1 i was wondering if its possible to scale zafbin files with a hex editor since they are made up of mshes
*removed [unsolved]* -unnecessary. If it's not marked [solved] it's considered unsloved. --Staff
Scaling skeletons via hex editing?
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MileHighGuy
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Darth_Squoobus
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Re: Scaling skeletons via hex editing?
[COMMENT REMOVED BY AUTHOR]
Last edited by Darth_Squoobus on Mon Aug 03, 2009 11:21 pm, edited 2 times in total.
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AQT
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Re: Scaling skeletons via hex editing?
False. You have to scale the animations as well.Darth_Squoobus wrote:All you have to do is scale the msh files. It's in the FAQ thread.
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MileHighGuy
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Re: Scaling skeletons via hex editing?
well you cant munge animations in bf1 so im wondering if you can hex edit them to scale them
- Maveritchell
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Re: Scaling skeletons via hex editing?
Have you bothered trying? If you can't get an immediate answer and you know what you want to try, just go ahead and do it. You posted almost a two months ago asking "can it be done?" when surely sometime over those months you could have tried yourself.
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BattleBelk
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Re: Scaling skeletons via hex editing?
why you cant munge animations?
BFBuilder\Assets\Shipped Common Animations\
copy a folder to your mod project
BFBuilder\Data<ModId>\Common\Animations\
and then go to animation folder for example
BFBuilder\Data<ModId>\Common\Animations\all_fly_snowspeeder\
and run munge.bat
but before run you can look at this file, for example:
that means munged .zaabin and .zafbin will appear in
BFBuilder\Data<ModId>\Sides\ALL\munged\
of course if you have this side folder
BFBuilder\Assets\Shipped Common Animations\
copy a folder to your mod project
BFBuilder\Data<ModId>\Common\Animations\
and then go to animation folder for example
BFBuilder\Data<ModId>\Common\Animations\all_fly_snowspeeder\
and run munge.bat
but before run you can look at this file, for example:
Code: Select all
@call ..\munge_animation.bat "/keepframe0 /specialquathack" ..\..\..\sides\allBFBuilder\Data<ModId>\Sides\ALL\munged\
of course if you have this side folder
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MileHighGuy
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Re: Scaling skeletons via hex editing?
thanks battlebelk 
