Custom anims tutorial not working [Solved]

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SkinnyODST
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Custom anims tutorial not working [Solved]

Post by SkinnyODST »

After downloading DarthD.U.C.K's "elite pistol" anims (2 handed pistol anims) and trying to follow the tutorial he included in the readme, I get stuck on step 3:
Hidden/Spoiler:
[quote]3. Open the munge.bat (rightclick->edit) and delete all lines except the first three 4 lines.[/quote]
What does that mean? Where are the "first three 4 lines" in this?
Hidden/Spoiler:
[code]@REM munge.bat
@REM Calls %1\munge.bat for all animation subdirectories

@REM soldier animation banks
@call munge_subdir.bat SoldierAnimationBank\human_0
@call munge_subdir.bat SoldierAnimationBank\human_1
@call munge_subdir.bat SoldierAnimationBank\human_2
@call munge_subdir.bat SoldierAnimationBank\human_3
@call munge_subdir.bat SoldierAnimationBank\human_4
@call munge_subdir.bat SoldierAnimationBank\human_sabre
@call munge_subdir.bat SoldierAnimationBank\human_force
@call munge_subdir.bat SoldierAnimationBank\humanlz
@call munge_subdir.bat SoldierAnimationBank\wookie
@call munge_subdir.bat SoldierAnimationBank\wookielz
@call munge_subdir.bat SoldierAnimationBank\bdroid
@call munge_subdir.bat SoldierAnimationBank\bdroidlz
@call munge_subdir.bat SoldierAnimationBank\sbdroid
@call munge_subdir.bat SoldierAnimationBank\sbdroidlz
@call munge_subdir.bat SoldierAnimationBank\vader
@call munge_subdir.bat SoldierAnimationBank\vaderlz
@call munge_subdir.bat SoldierAnimationBank\ewok
@call munge_subdir.bat SoldierAnimationBank\ewoklz
@call munge_subdir.bat SoldierAnimationBank\gam
@call munge_subdir.bat SoldierAnimationBank\gamlz
@call munge_subdir.bat SoldierAnimationBank\geo
@call munge_subdir.bat SoldierAnimationBank\geowings
@call munge_subdir.bat SoldierAnimationBank\geolz
@call munge_subdir.bat SoldierAnimationBank\gungan
@call munge_subdir.bat SoldierAnimationBank\jawa
@call munge_subdir.bat SoldierAnimationBank\jawalz
@call munge_subdir.bat SoldierAnimationBank\deathstarleia

@REM first person animation banks
@call munge_subdir.bat FirstPerson\humanfp
@call munge_subdir.bat FirstPerson\sbdroidfp
@call munge_subdir.bat FirstPerson\droidekafp

@REM addons
@call munge_subdir.bat SoldierAddon\imp_inf_vader_cape
@call munge_subdir.bat SoldierAddon\cis_inf_dooku_cape

@REM vehicles
@call munge_subdir.bat Vehicle\all_fly_kwing
@call munge_subdir.bat Vehicle\all_fly_xwing
@call munge_subdir.bat Vehicle\all_fly_snowspeeder
@call munge_subdir.bat Vehicle\all_fly_ywing
@call munge_subdir.bat Vehicle\all_walk_atpt
@call munge_subdir.bat Vehicle\all_walk_tauntaun
@call munge_subdir.bat Vehicle\cis_fly_fedcoreship
@call munge_subdir.bat Vehicle\cis_fly_maf
@call munge_subdir.bat Vehicle\cis_walk_droideka
@call munge_subdir.bat Vehicle\cis_walk_dwarfspider
@call munge_subdir.bat Vehicle\cis_walk_spider
@call munge_subdir.bat Vehicle\imp_fly_trooptrans
@call munge_subdir.bat Vehicle\imp_hover_speederbike
@call munge_subdir.bat Vehicle\imp_walk_atat
@call munge_subdir.bat Vehicle\imp_walk_atat1
@call munge_subdir.bat Vehicle\imp_walk_atst
@call munge_subdir.bat Vehicle\rep_fly_assault
@call munge_subdir.bat Vehicle\rep_fly_gunship
@call munge_subdir.bat Vehicle\rep_fly_jedifighter
@call munge_subdir.bat Vehicle\rep_fly_vtrans
@call munge_subdir.bat Vehicle\rep_hover_fightertank
@call munge_subdir.bat Vehicle\rep_walk_atte
@call munge_subdir.bat Vehicle\rep_walk_kaadu
@call munge_subdir.bat Vehicle\bes_fly_cloudcar
@call munge_subdir.bat Vehicle\tat_hover_skiff

@REM props
@call munge_subdir.bat Prop\bes2_carbon_forklift
@call munge_subdir.bat Prop\dea1_bldg_garbage_room
@call munge_subdir.bat Prop\dea1_bldg_garbage_room_door
@call munge_subdir.bat Prop\end_weap_treesmash
@call munge_subdir.bat Prop\end_weap_tripwire
@call munge_subdir.bat Prop\log_gate
@call munge_subdir.bat Prop\geo_bldg_technounion
@call munge_subdir.bat Prop\nab_walk_fambaa
@call munge_subdir.bat Prop\tat1_bldg_sarlacctentacle
@call munge_subdir.bat Prop\tat3_bldg_jabba
@call munge_subdir.bat Prop\tat3_bldg_rancor
@call munge_subdir.bat Prop\tat3_bldg_torturedroid
@call munge_subdir.bat Prop\tat3_prop_celldoor
@call munge_subdir.bat Prop\tat3_prop_trapdoor

[/code]
The full tutorial for context:
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]
Last edited by SkinnyODST on Sat Nov 24, 2018 7:29 am, edited 2 times in total.
Robobermann
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Posts: 33
Joined: Wed Jul 25, 2018 6:58 pm
Projects :: My projects
Games I'm Playing :: SWBF2 2005

Re: Custom anims tutorial confusing

Post by Robobermann »

SkinnyODST wrote:After downloading DarthD.U.C.K's "elite pistol" anims (2 handed pistol anims) and trying to follow the tutorial he included in the readme, I get stuck on step 3:
Hidden/Spoiler:
[quote]3. Open the munge.bat (rightclick->edit) and delete all lines except the first three 4 lines.

What does that mean? Where are the "first three 4 lines" in this?
Hidden/Spoiler:
[code]@REM munge.bat
@REM Calls %1\munge.bat for all animation subdirectories

@REM soldier animation banks
@call munge_subdir.bat SoldierAnimationBank\human_0
@call munge_subdir.bat SoldierAnimationBank\human_1
@call munge_subdir.bat SoldierAnimationBank\human_2
@call munge_subdir.bat SoldierAnimationBank\human_3
@call munge_subdir.bat SoldierAnimationBank\human_4
@call munge_subdir.bat SoldierAnimationBank\human_sabre
@call munge_subdir.bat SoldierAnimationBank\human_force
@call munge_subdir.bat SoldierAnimationBank\humanlz
@call munge_subdir.bat SoldierAnimationBank\wookie
@call munge_subdir.bat SoldierAnimationBank\wookielz
@call munge_subdir.bat SoldierAnimationBank\bdroid
@call munge_subdir.bat SoldierAnimationBank\bdroidlz
@call munge_subdir.bat SoldierAnimationBank\sbdroid
@call munge_subdir.bat SoldierAnimationBank\sbdroidlz
@call munge_subdir.bat SoldierAnimationBank\vader
@call munge_subdir.bat SoldierAnimationBank\vaderlz
@call munge_subdir.bat SoldierAnimationBank\ewok
@call munge_subdir.bat SoldierAnimationBank\ewoklz
@call munge_subdir.bat SoldierAnimationBank\gam
@call munge_subdir.bat SoldierAnimationBank\gamlz
@call munge_subdir.bat SoldierAnimationBank\geo
@call munge_subdir.bat SoldierAnimationBank\geowings
@call munge_subdir.bat SoldierAnimationBank\geolz
@call munge_subdir.bat SoldierAnimationBank\gungan
@call munge_subdir.bat SoldierAnimationBank\jawa
@call munge_subdir.bat SoldierAnimationBank\jawalz
@call munge_subdir.bat SoldierAnimationBank\deathstarleia

@REM first person animation banks
@call munge_subdir.bat FirstPerson\humanfp
@call munge_subdir.bat FirstPerson\sbdroidfp
@call munge_subdir.bat FirstPerson\droidekafp

@REM addons
@call munge_subdir.bat SoldierAddon\imp_inf_vader_cape
@call munge_subdir.bat SoldierAddon\cis_inf_dooku_cape

@REM vehicles
@call munge_subdir.bat Vehicle\all_fly_kwing
@call munge_subdir.bat Vehicle\all_fly_xwing
@call munge_subdir.bat Vehicle\all_fly_snowspeeder
@call munge_subdir.bat Vehicle\all_fly_ywing
@call munge_subdir.bat Vehicle\all_walk_atpt
@call munge_subdir.bat Vehicle\all_walk_tauntaun
@call munge_subdir.bat Vehicle\cis_fly_fedcoreship
@call munge_subdir.bat Vehicle\cis_fly_maf
@call munge_subdir.bat Vehicle\cis_walk_droideka
@call munge_subdir.bat Vehicle\cis_walk_dwarfspider
@call munge_subdir.bat Vehicle\cis_walk_spider
@call munge_subdir.bat Vehicle\imp_fly_trooptrans
@call munge_subdir.bat Vehicle\imp_hover_speederbike
@call munge_subdir.bat Vehicle\imp_walk_atat
@call munge_subdir.bat Vehicle\imp_walk_atat1
@call munge_subdir.bat Vehicle\imp_walk_atst
@call munge_subdir.bat Vehicle\rep_fly_assault
@call munge_subdir.bat Vehicle\rep_fly_gunship
@call munge_subdir.bat Vehicle\rep_fly_jedifighter
@call munge_subdir.bat Vehicle\rep_fly_vtrans
@call munge_subdir.bat Vehicle\rep_hover_fightertank
@call munge_subdir.bat Vehicle\rep_walk_atte
@call munge_subdir.bat Vehicle\rep_walk_kaadu
@call munge_subdir.bat Vehicle\bes_fly_cloudcar
@call munge_subdir.bat Vehicle\tat_hover_skiff

@REM props
@call munge_subdir.bat Prop\bes2_carbon_forklift
@call munge_subdir.bat Prop\dea1_bldg_garbage_room
@call munge_subdir.bat Prop\dea1_bldg_garbage_room_door
@call munge_subdir.bat Prop\end_weap_treesmash
@call munge_subdir.bat Prop\end_weap_tripwire
@call munge_subdir.bat Prop\log_gate
@call munge_subdir.bat Prop\geo_bldg_technounion
@call munge_subdir.bat Prop\nab_walk_fambaa
@call munge_subdir.bat Prop\tat1_bldg_sarlacctentacle
@call munge_subdir.bat Prop\tat3_bldg_jabba
@call munge_subdir.bat Prop\tat3_bldg_rancor
@call munge_subdir.bat Prop\tat3_bldg_torturedroid
@call munge_subdir.bat Prop\tat3_prop_celldoor
@call munge_subdir.bat Prop\tat3_prop_trapdoor

[/code]
The full tutorial for context:
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]
[/quote]

That means delete everything after "@REM soldier animation banks" because you don't need to call those animations. You want to call your custom animation, so your munge.bat should look something like:
Hidden/Spoiler:
[code]@REM munge.bat
@REM Calls %1\munge.bat for all animation subdirectories

@REM soldier animation banks
@call munge_subdir.bat SoldierAnimationBank\elite[/code]
SkinnyODST
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Re: Custom anims tutorial not working

Post by SkinnyODST »

Thanks, I've gotten to the end of the tutorial, however it doesn't munge anything. I've done exactly as it says with no mistakes but when I launch the munge.bat it says this for a split second and nothing gets copied to my munged folder
Hidden/Spoiler:
Image
Last edited by SkinnyODST on Sat Nov 24, 2018 7:00 am, edited 1 time in total.
Robobermann
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Posts: 33
Joined: Wed Jul 25, 2018 6:58 pm
Projects :: My projects
Games I'm Playing :: SWBF2 2005

Re: Custom anims tutorial not working

Post by Robobermann »

SkinnyODST wrote:Thanks, I've gotten to the end of the tutorial, however it doesn't munge anything. I've done exactly as it says with no mistakes but when I launch the munge.bat it says this for a split second and nothing gets copied to my munged folder
Hidden/Spoiler:
Image
I remember having a similar issue at first when I tried to get these animations to work. Don't remember what I did to solve it. Probably forgot a basepose or something. Also your image is dead.
SkinnyODST
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Re: Custom anims tutorial not working

Post by SkinnyODST »

Image should work now (I hope)
I put the basepose.msh in the correct folder btw
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Anakin
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Re: Custom anims tutorial not working

Post by Anakin »

data_XXX\Animations\munge.bat
Hidden/Spoiler:
[code]
@REM munge.bat
@REM Calls %1\munge.bat for all animation subdirectories

@REM soldier animation banks
@call munge_subdir.bat SoldierAnimationBank\commando
[/code]
data_XXX\Animations\munge_subdir.bat
Hidden/Spoiler:
[code]
@REM called from $\Animations
@if not exist %1 goto error

@set PWD=%CD%
@cd %1
@call munge.bat
@cd %PWD%
@goto end

:error
@echo ERROR: Animation sub-directory %1 does not exist!
:end
[/code]
data_XXX\Animations\SoldierAnimationBank\munge_animation.bat
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=..\..\..
REM @if "%MUNGE_BIN_DIR%"=="" (
@set MUNGE_BIN_DIR=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin
@set PATH=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin;%PATH%
REM )

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]
data_XXX\Animations\SoldierAnimationBank\commando\munge.bat
Hidden/Spoiler:
[code]
@call ..\munge_animation.bat "/keepframe0 /dest commando.zaf" Sides\REP
[/code]
this is how it works for me. I have additional animations in the commando folder, but it should be similar for you
SkinnyODST
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Re: Custom anims tutorial not working

Post by SkinnyODST »

Yeee I got it working, thanks so much!
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