SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Snake on March 08, 2013, 09:35:36 AM

Title: Chaingun Anims
Post by: Snake on March 08, 2013, 09:35:36 AM
I just dled Caleb117's chaingun and it came with anims which are hopefully way better than normal rifle anims. Well I replaced the animation name (all_inf_snowtrooper or something like that) with the gunner anims that I put in the munged folder, like the readme said. Well for some stupid reason nothing changed.. You'd think changing the animation would either cause a crash or would work properly, but it just acts like nothing was changed.. How do I get it to work?
Title: Re: Chaingun Anims
Post by: Sereja on March 08, 2013, 09:51:18 AM
I think, those anims, for SWBF2 only. Still, some very experienced modders, may know, how to add some new human animation for SWBF1...
Title: Re: Chaingun Anims
Post by: Snake on March 08, 2013, 10:46:29 AM
Well its not .combos so it should work perfectly fine. Maybe it's the same problem as the SWBF2 Marksperson.
Title: Re: Chaingun Anims
Post by: Led on March 08, 2013, 11:38:44 AM
Bamdur somehow got Ayla Secura animations into SWBF, but I'm not sure how.  He has some posts on GT and maybe we can find something here.
Title: Re: Chaingun Anims
Post by: Sereja on March 08, 2013, 11:59:08 AM
In theory, you need to add new human weapon animation, like "pistol", "rifle", "granade" etc. So, everything stored in human animation bank, and probably can be edited with some "tool", like "Interface Tool", by creating new common.lvl.
It works for AT-RT and BARC speeder driver animation, but for weapon anim, it's cud be much more complicated, since, you have to create new human basic pose...
Title: Re: Chaingun Anims
Post by: Snake on March 08, 2013, 12:04:56 PM
Well I have no idea how to do any of it.. I tried putting the gunner anim reference in the req file for the unit I wanted but still no change..
Title: Re: Chaingun Anims
Post by: tirpider on March 08, 2013, 12:17:23 PM
I remember Andy's msh suite (not ZETools) has an animation munger with the option to munge for BF1 or BF2.

I am wondering what the difference is and if it can be compensated for by a hex-edit.
Title: Re: Chaingun Anims
Post by: SleepKiller on March 08, 2013, 02:28:57 PM
I can solve this one for you lot. Basically the animation banks in SWBF are hard coded we can't add new ones like in SWBFII. And then when it doesn't crash is because when SWBF can't find animations for something it falls back to rifle. Also why nothing changes, because it is falling back on the rifle bank.

Anyway without the source files you won't be getting these work in SWBF.
Title: Re: Chaingun Anims
Post by: Snake on March 08, 2013, 03:09:34 PM
Then how did the SWBF2 Rebel Marksman work? I remember it using custom anims/skeleton and worked fine after some work
Title: Re: Chaingun Anims
Post by: Led on March 08, 2013, 03:31:02 PM
Quote from: SleepKiller on March 08, 2013, 02:28:57 PM
I can solve this one for you lot. Basically the animation banks in SWBF are hard coded we can't add new ones like in SWBFII. And then when it doesn't crash is because when SWBF can't find animations for something it falls back to rifle. Also why nothing changes, because it is falling back on the rifle bank.

Anyway without the source files you won't be getting these work in SWBF.

I remember there was some discussion about the tat3 addon animations for the gammoreans.  What was that all about?
Title: Re: Chaingun Anims
Post by: Kit Fisto on March 08, 2013, 03:44:03 PM
I have played many mods/maps where soldiers can throw their grenade underhand style, like how you lay a mine in SWBFII.  :confused:
Title: Re: Chaingun Anims
Post by: SleepKiller on March 08, 2013, 05:07:54 PM
The marksman works because your are changing the basepose(skeleton) of the unit. With this your trying to add a entirely new animation bank "gunner". This is simply impossible in SWBF1 you can only use a pre-exsisting animation bank name.

For you to get this working you would need the non-munged source files so you could change the animation bank from being "gunner" to "gam". Why "gam" because it is one of the few animation banks that is not loaded up by the game at start up because it was added in in 1.2 for Jabba's Palace. Thus you can use it in addon maps at your will. You regrettably can only get one additional animation bank this way, but it is better than none.

Also I haven't forgotten the .sky file I hope to get it to you today :)
Title: Re: Chaingun Anims
Post by: RepComm on March 08, 2013, 07:14:55 PM
I assume you need alot of xsi knowledge for creating new animations, yes?
It would be very useful to have a tool just for animation like you can for gml
Title: Re: Chaingun Anims
Post by: Unit 33 on March 09, 2013, 01:33:16 AM
Jdee has some 'new' animations in his large Battlefront 1.5 modification, how did he go about doing that?
Title: Re: Chaingun Anims
Post by: Sereja on March 09, 2013, 02:28:41 AM
Here the interesting Gametoast link, about this:
http://gametoast.com/forums/viewtopic.php?f=1&t=25555&p=437136&hilit=human+anim&sid=0b995762dfee744934ff0afd4c99b232#p437136 (http://gametoast.com/forums/viewtopic.php?f=1&t=25555&p=437136&hilit=human+anim&sid=0b995762dfee744934ff0afd4c99b232#p437136)
Title: Re: Chaingun Anims
Post by: Snake on March 09, 2013, 10:18:26 PM
Someone desperately needs to create (or edit the current anims) a gunner anim because the rifle animation is just so lame for a chaingun..
Title: Re: Chaingun Anims
Post by: Phobos on March 10, 2013, 01:25:18 PM
Quote from: Snake on March 09, 2013, 10:18:26 PM
Someone desperately needs to create (or edit the current anims) a gunner anim because the rifle animation is just so lame for a chaingun..
You could try this its what i use for greivous on phobos. While not perfect it looks better than rifle...
[WeaponClass]
ClassLabel = "cannon"

[Properties]
AnimationBank = "bazooka"
GeometryName            = "rep_inf_underhand_chaingun2"

OrdnanceName        = "imp_weap_inf_chaingun_ord"
Title: Re: Chaingun Anims
Post by: Sereja on June 09, 2013, 02:02:03 AM
Fortunately, chaingun unmunged animation, was just released on Gametoast, by Master Luke.
http://gametoast.com/forums/viewtopic.php?f=64&t=29218&sid=ed86c3f834b2fb636e25d19fd2443911 (http://gametoast.com/forums/viewtopic.php?f=64&t=29218&sid=ed86c3f834b2fb636e25d19fd2443911)
If somebody, wish to try convert it, for SWBF1, that the chance! ;)

-Edit

Well, here is my result: [spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi46.fastpic.ru%2Fbig%2F2013%2F0609%2F4f%2Fde86b240382b5c14843ac91fe87c844f.jpg&hash=92e024503fe7a462264d8eed67cacd7901fee358)[/spoiler]

Perhaps, because I do not know correct names for msh animations, wich may be recognized by EXE, my munged anim works, only when character runing :confused:.
Title: Re: Chaingun Anims
Post by: Snake on June 09, 2013, 06:06:26 AM
That looks awesome! I hope someone will fix it..
Title: Re: Chaingun Anims
Post by: Kit Fisto on June 09, 2013, 06:27:41 AM
Sereja, don't you already have the underhand chain gun for your ARC/Heavy trooper in your mods? What is different about this animation? I ask only because the underhand chain gun you have in your mods seems to work very well.
Title: Re: Chaingun Anims
Post by: Gold Man on June 09, 2013, 07:29:32 AM
Quote from: Kit Fisto on June 09, 2013, 06:27:41 AM
Sereja, don't you already have the underhand chain gun for your ARC/Heavy trooper in your mods? What is different about this animation? I ask only because the underhand chain gun you have in your mods seems to work very well.

The difference is his hand placement. In the regular underhand chainguns, it always looks like the trooper is still carrying a rifle, which is why the grip is sideways, and when you fire (I've looked via freecam), the shots appear to be firing from where the rifle would be. Hopefully though this anim not only switches the hand placement on the gun, but also where the shots are being fired from.
Title: Re: Chaingun Anims
Post by: Snake on June 09, 2013, 11:05:34 AM
Quote from: {Alpha}Gold Man on June 09, 2013, 07:29:32 AM
The difference is his hand placement. In the regular underhand chainguns, it always looks like the trooper is still carrying a rifle, which is why the grip is sideways, and when you fire (I've looked via freecam), the shots appear to be firing from where the rifle would be. Hopefully though this anim not only switches the hand placement on the gun, but also where the shots are being fired from.

Actually, for some reason all shots fired from all guns seem to be fired above the gun. I have no idea why, but nothing is wrong with the hp_fire node, I think.
EhPortal 1.34 © 2025, WebDev