Jedi Creation Guide: Chapter 1

Releasing the source files for your mod or map? Post em' here. (Applies to both SWBF1 & SWBF2)

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MetalcoreRancor
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Jedi Creation Guide: Chapter 1

Post by MetalcoreRancor »

Download Link:

MediaFire

I have released a small Zip folder containing a Combo creation guide, which includes step by step instructions and explanation on how to create your own .combos and use existing animations in them to create cool jedi.

This is my christmas present to the community. :)
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Re: Jedi Creation Guide: Chapter 1

Post by ARC_Commander »

Nice work! I would have released BFX by now, but I'm having combo problems, so this should help.
MasterSaitek009
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Re: Jedi Creation Guide: Chapter 1

Post by MasterSaitek009 »

I've never really delved into the world of combo, mostly I just copy and paste sections from the shipped combos.
But this should help a lot.
Thanks!
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Re: Jedi Creation Guide: Chapter 1

Post by Death_Commando »

Nice work,MetalcoreRancor :thumbs: Downloading now :yes:

EDIT:this should go in the The BF2 Modding FAQ / "Everything you need" thread
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Re: Jedi Creation Guide: Chapter 1

Post by Aman/Pinguin »

Death_Commando wrote:Nice work,MetalcoreRancor :thumbs: Downloading now :yes:

EDIT:this should go in the The BF2 Modding FAQ / "Everything you need" thread
First it should be uploaded at a place, where it doesn't get deleted.
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Re: Jedi Creation Guide: Chapter 1

Post by TheDarkMask »

Nice MetalcoreRancor,

I try it, so I can create a new hero for republic^^
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Re: Jedi Creation Guide: Chapter 1

Post by MandeRek »

Finally... Someone asked me to do this, but you did it! Well done! Finally i can get moddeling in combos, because all i did was mixing shipped assets's animations... Great job! :thumbs:
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Re: Jedi Creation Guide: Chapter 1

Post by MetalcoreRancor »

Well, that's all I have ever done, is use the basic assets given. But I did such a good job at mixing them, that you wouldn't know the difference. And I will make sure that link does not get deleted from filefront. You can count on me.
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Re: Jedi Creation Guide: Chapter 1

Post by MandeRek »

I know what you mean, but what i always did wasn't editing the combo file, but just renaming anims before munging, so if you want luke's dash as 1c for example, just change the name to tat_luke_sabre_stand_attack1c_full.msh That's how i created VERY nice anims for my new Kit Fisto... But editing the combo is more detailed i guessed...
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Re: Jedi Creation Guide: Chapter 1

Post by EGG_GUTS »

Nice, all I need now is a step by step guide to creating animations with already existing animations :|
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Re: Jedi Creation Guide: Chapter 1

Post by Maveritchell »

EGG_GUTS wrote:Nice, all I need now is a step by step guide to creating animations with already existing animations :|
Open up the "Animations" --> "SoldierAnimationBank" folder in your data_MODID folder. Copy the template folder and rename it to something simple to represent your animation. (ie. ANM)

You'll see this:

Code: Select all

@call ..\munge_animation.bat "/keepframe0 /dest aalya.zaf" Sides\REP
Change the "REP" to whatever you want your output folder (in your MODID/Sides) to be. If you keep it on REP, it'll go to the REP/munged folder. If you change it, it'll go to whatever side's munged folder you indicate.

Change the "aalya" to whatever you want your animation set to be called (in this example it'll be called "example").

Go ahead and copy a base set of animations to work with from BF2_ModTools\assets\Animations\SoldierAnimationBank. A good one to start with is human_sabre, although you can do whatever you want. go ahead and change (for clarity's sake) all the prefixes human_ to example_ (or whatever your animationset is called). So for example "human_sabre_crouch_idle_emote" becomes "example_sabre_crouch_idle_emote." Don't rename the basepose. (Pretty sure this is unnecessary, but it keeps things tidy.)

Then, change any of the animations to whatever you want them to be. If you want his primary attack to be someone else's primary attack, then delete "example_sabre_stand_attack1a_full.msh" and copy (for example) "mace_sabre_stand_attack1a_full.msh" into there instead. Rename it to "example_sabre_stand_attack1a_full.msh"

Now click on the munge.bat in that folder. Your new animationset is now in your Sides/REP(or whatever you indicated)/munged folder.

Then change the unit's .odf to use that animation set. (AnimationName = "example")

All you have to do is mix and match. You can do the same kind of thing with projectile weapon animations, too. Just play around.

BTW, this (or something similar) has been posted before. Look around a little and you'll find a bunch of stuff.
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Re: Jedi Creation Guide: Chapter 1

Post by Syth »

hmmmm... after seeing what all those animation.msh's where for, i went back and looked through the assets of animations and found some interesting ones.
Theres anims for backwards blocking, the lasacannon anims I think are for a minigun (but they are only 1st person), theres a passenger anim for the speederbike, animations for the AT-PT and some alternate rifle anims that (from unwrap3D) that look crouchy/standy. I dont know if any of them are complete and usable though.

EDIT: I found the tut useful, i didn't know how to make anim sets before. I double checked all those anims and most of them arnt very useful, the backwards block works though but doesn't have any blend in animation.
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Re: Jedi Creation Guide: Chapter 1

Post by MandeRek »

Mav', if you don't mind, i want to add something... You might think that all basic attacks are becoming common, so you want special ones. What i do everytime, is really mixing everything. Great example:

take human_sabre_attack1c_full, and remove it from the example folder.

Take human_sabre_dashattack_full, and in the example folder paste it and call it example_sabre_attack1c_full. This will work for a lot of things, also for blocking, stand_idle's etc. With the example i gave, you'll see ingame that you Jedi's 3rd attack is actually luke's dash/sprintattack (slice-slice-salto/slice)


Hope this added something
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Re: Jedi Creation Guide: Chapter 1

Post by DarthD.U.C.K. »

Thank you MetalcoreRancor, i waited for this a long time :bowdown: :bowdown: :bowdown:
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Re: Jedi Creation Guide: Chapter 1

Post by MetalcoreRancor »

I'm wondering, did anyone get the Aayla to work? I seriously never tested the combo or animations, I was wondering if anyone had finished it.
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Re: Jedi Creation Guide: Chapter 1

Post by MasterSaitek009 »

MetalcoreRancor wrote:I'm wondering, did anyone get the Aayla to work? I seriously never tested the combo or animations, I was wondering if anyone had finished it.
I have. I just used my tutorial, gave her Luke's combos and she works perfectly.
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Re: Jedi Creation Guide: Chapter 1

Post by LEO »

The link is dead. Please reupload :cry:
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Re: Jedi Creation Guide: Chapter 1

Post by [Padawan]Helkaan »

You should have asked in the "Help me find a known PRE-EXISTING asset" topic
But... here's the link http://www.mediafire.com/?jv2it8cv64fnbje
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