Animations and BF2 engine/BF2log how does it work?

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Private Recruit
Posts: 26
Joined: Mon Jan 09, 2017 7:03 am
Projects :: No Mod project currently.
Games I'm Playing :: Swbf 2
xbox live or psn: No gamertag set

Animations and BF2 engine/BF2log how does it work?

Postby PilotHawk » Sun Feb 18, 2018 4:48 pm

I've added new animations sets to my map and it crashs saying: "blabla reached 18 Max animbank" or something similar, after a few searches I understood that 18 was the max number of animation for the game to handle.

But how does the game count this '18' animations? Does it means that I can't have more than 18 different sets? Or does it count each .msh files contained in a set? Or maybe it counts each .ZAABIN files, and I can't have more than 18? Perhaps it has something do to with the .ZAFBIN and .ANIMS files?

However I'm pretty sure that the .ANIMS files are useless, here is what Sleepkiller wrote on swbfgamers:

Sleepkiller wrote:You'll have to enlighten me as to what those files are used for during the munge process, as they don't make it in any form into the finished .lvl. The *.zaabin/*.zafbin files should be all you need to use the animations.
from this thread:


Command Sergeant Major
User avatar
Posts: 259
Joined: Mon Apr 18, 2011 2:53 pm
Location: The Milky Way/The Solar System/Earth/Hungary
Projects :: Underground City The Complex [WIP]
Games I'm Playing :: SWBF2

Re: Animations and BF2 engine/BF2log how does it work?

Postby hunpeter12 » Sun Feb 18, 2018 9:13 pm

You might be interested in this thread.

Return to SWBF2 Modding

Who is online

Users browsing this forum: No registered users and 6 guests