moin,ich brauche hilfe so schnell wie möglich!!!!!!!
1.
ich brauch hilfe für die double weapon animation,da ich schlkecht die anleitung verstehe(siehe expander) muss mir jmd. erklären(der es vllt. schon mal gemacht hat) wie man das machen muss(und wer irgend wie ein link für´ne dc17 psitole,her damit ^^)
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////////////////////////////Doubleweapon Basepose\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
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by DarthD.U.C.K. 28.12.2009
I made this basepose for double-weapon animations, it makes an extra model for
the lefthand-weapon obsolete.
The basepose.msh is the shipped skeleton execp that I added a hardpoint called
"hp_weapons_1" to the left hand which is exactly translated like the original
hardpoint on the left hand.
This pack contains the raw basepose and raw animations from the two sets included
aswell as two munged animationsets "jango" and "calo" for doubleweapons including
the basepose and the doublepistolanimations I made about one year ago.
1. ATTACHING THE WEAPON TO THE LEFT HAND
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To attach a weapon to the left hand, add the following lines into the units odf:
"
AnimatedAddon = "left_gun"
GeometryAddon = "weap_inf_dc17pistol" // the pistols meshname
AddonAttachJoint = "hp_weapons_1"
"
2. MUNGING A NEW ANIMATIONSET/BASEPOSE
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The following tutorial explains how to create a new animationset called "double" with the new basepose.
If you want to make a custom animset because you want to rearrange the anims etc., follow the tutorial below.
If you want to use the munged animset only follow step 12 and make shure the units weapon has the animstionbank "pistol".
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How to create and munge a custom animationset:
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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 "double".
5. Open the "SoldierAnimationBank" folder -you will see a folder called "template" inside- rename it to "double".
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 "double.zaf", close and save the munge.bat
8. open the "raw basepose"-folder, copy the basepose.msh file and paste it in your "double" folder.
9. Copy and paste the animations which came with this pack also in the "double" folder.
10.Animationnames are set up like this:
"double_pistol_stand_runforward_upper.msh"
"double" 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 pistol 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 "double.anims","double.zafbin" and
"double.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 = "double" under "[Properties]"
13.Munge your map and enjoy the new animations!
Notes:
-If you dont like the (awesome) standanimations, just delete the "double_tool_stand_idle_emote_full.msh" and
double_tool_standalert_idle_emote_full.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 )
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If you use any of these animations you have to credit me!
And the credits are going to:
-psych0fred for realeasing the unit_template_beta and making it possible to create new animations, units and skeletons.
-Gogie for writing the unitanimation tutorial.
-Digital Tutors for some usefull informations about animating.
-Everyone who helped me with XSI.
-The whole Gametoast community for doing what they do.
legal stuff:
THESE LEVELS AND ELEMENTS ARE NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS,
A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
ELEMENTS TM & (C) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.[/expander]
screen(dc 17 pistol):
[Blockierte Grafik: http://www.jedipedia.de/wiki/images/DC-17_Handblaster.jpg]
2.
wie fügt man ein bild in die map ein(ich mein beim laden der map)
und wie kann man das epoche zeichen ändern und unbennenen??
3.
wie kann man epochen entfernen(z.b. galktischer bürgerkrieg)
4.
wie erstellt man einen installer für mods uä.??
ich danke in voraus schonmal
-Cody_LG