How to create and munge a custom animation set:
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*Steps in red are optional, those are for munging multiple animation banks at the same time*
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 5 lines. It will look like this:
5. Go to data_YOURMAPID\Animations and open the "SoldierAnimationBank" folder -you will see a folder called "template" inside- copy and rename it to "elite".
6. When you open this folder you will see another munge.bat, open it and it will look like this:
Code: Select all
"@call ..\munge_animation.bat "/keepframe0 /dest aalya.zaf" Sides\REP"
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. Animation names are set up like this:
"elite_pistol_stand_runforward_upper.msh"
"elite" determinates the animation set, if you name your animation set 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 animationbanks are tool, melee, bazooka etc.).
"stand" is the posture, Battlefront knows four postures: stand,standalert,crouch and crouchalert, the posture animation is used after a weapon 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", "full" or no extensions are used. If you use "upper" the lowerbody will use the stock animation for this state.
11.launch the munge.bat in your "elite" folder/ 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 chosen.
If you've done the steps correctly and you launch the munge.bat but don't see your *.anims, *.zafbin and *.zaabin in your destination "munged" folder then you may need the "fix" for your munge_animation.bat in the data_ABC\Animations\SoldierAnimationBank folder.
Overwrite the contents of your munge_animation.bat with this and munge again:
AnimationName = "elite"
under "[Properties]"
13. Munge your map and enjoy the new animations!
Notes:
-If you dont like the (awesome) walk animations, just delete the "elite_pistol_stand_runforward_upper.msh" and "elite_pistol_standalert_runforward_upper.msh" animations and remunge the animation set. Battlefront will always use the stock anims (humanX_...) for all animations that arent included in your custom animation set.
-If you want to put another animation set in the hierarchy between the "human_X"- and your animation set, write it behind you custom animation set in your odf.
For example:
AnimationName = "cloneassassin aalya"
this unit will look in the aalya animation set if it cant find an animation in the "cloneassassin" set.
If it cant find the animation in the "aalya" animation set either then it will use the base "human_X" anim. (Of course you have to load the additional animation)
The files im talking about can be found here