Lord-Bandu wrote:new sounds is pretty easy ... Majin got them in , as did myself and a new mapper (sorry I forgot your name ) got new sounds in for the Darth Maul SPeeder I modeled.
Animation Documentation needs a heck of alot more in it.
Let me just stress that its not the making of the naimations in XSI that is the problem its what you do with them as far as exporting the animated model into the game and gettin them workin properly.
Yes, new sounds have been done in maps! I am that new mapper Bandu was talking about but Bandu I am not exactly "new" (It's ok,I'm not around much) I just hope the sound is setup the same way as SWBF1 for the SWBF2 Tools!
I am begining to see why they only have the exporter for Foundation now, it appears that the XSI mod tools are very limited. (I wish it had Ulitimate mapper)
Ok, great to hear but were is the how todo tutorial then?
I´m talking about new environment and object sounds. Not music ones.
Edit: You can also post it here in the old thread were i asked about custom sounds: index.php?name=PNphpBB2&file=viewtopic&t=1983
Edit: about the XSI modtool addon exporter. Fred mentioned it more than one time that NOT Pandemic release a modtool exporter but Softimage. And softimage got already the working exporter for foundation but never released the modtool version later. So it´s softimage to blame for not Pandemic.
Ace_Azzameen_5 wrote:They may have just imported them from something psycho already had
Yup. I've never done any animations that weren't already set up before they got to me. Some things Fred rigged to work. Like the AT-XT uses the AT-ST's animations.
Does anyone know if we'd be able to use the tools to convert the BF1 shipped maps to play them on BF2? PAN had implied that we'd be able to convert user made maps. Well actually, as I'm typing I'm thinking that there is probably no point in such conversion...
teancum, i beg you, can i please look at those files, ill do anything, im so close i just cant keep my bones from being pulled to 0,0,0 but i can get the final zaabin and zafbin files to munge. PLEASE!!!!!!!!1111111ONEONEONEONE11111111!!!!!!!!!!!!!!!!!!! things i know for a fact about the animations just by quickly right clicking on the munge animations bat while its running to pause it and look at some of the things it says. animations must be set to linear interpolation and at 30 fps which IS NOT the default for XSI so you have to change it in your scene. even though it says the base pose mesh is just the skeleton and no anims i was able to get the anims to compuile only by adding 2 null frames that im guessing would just loop while the craft sits idle. ive noticed that some of the msh files have a bone_root null at the root of the skeletons hierarchy and was wondering the perpose of that and why only certain vehicles have it and all playermodels have it. i tried to set all the bones so that thier nuetral pose is where they are on the model but i just got an error while compiling but i thought that that may keep the bones from being centered at 0,0,0. feel free to contact me on msn or aim as i have it available on the site as well as anyone else who is striving to get animations in game. i know the BF2 tools are about to come out but i wanna be a hero and get animations in before someone has to walk me through it
Rends wrote:
Edit: about the XSI modtool addon exporter. Fred mentioned it more than one time that NOT Pandemic release a modtool exporter but Softimage. And softimage got already the working exporter for foundation but never released the modtool version later. So it´s softimage to blame for not Pandemic.
So Pandemic would you pleasssse get Softimage to make a Exporter, I really want to make my Mos Espa map
Rends wrote:Ok, great to hear but were is the how todo tutorial then?
I´m talking about new environment and object sounds. Not music ones.
Edit: You can also post it here in the old thread were i asked about custom sounds: index.php?name=PNphpBB2&file=viewtopic&t=1983
Edit: about the XSI modtool addon exporter. Fred mentioned it more than one time that NOT Pandemic release a modtool exporter but Softimage. And softimage got already the working exporter for foundation but never released the modtool version later. So it´s softimage to blame for not Pandemic.
When you say object sounds what do you mean? Are you refering to sound only coming from a object itself. Such as a steam sound coming from vents or the hum of a shield generator when you get near it? Or do you mean weapons sounds? Or are you talking about a sound stream where you hear birds chirping in the background.
Its all possible, only certain sounds are related to a direct link and others have to have a sound propertie file that sets up a direct link to the sound. If your looking for a tutorial then I guess I could make one, but I have not gotten around to it.
Rends wrote:Yes all of them. So please make a tutorial because i never got it working and i´ve already spend several hours of testing but failed!
I hear ya. I spent countless,countless hours of frustration testing sounds. (I still don't have soundstreams 100% figured out but I can get them working right) I will start to putting something together. If you have a specific question PM me or I guess post in your thread!
Note: I owe all I know about sound from Psycho Fred
Off-topic :Rends, have you ever read all messages psych0fred had posted here ? (I guess that's how Vyse has learnt implementing new sounds in Star Wars Battlefront...)
Rends wrote:Ok, great to hear but were is the how todo tutorial then?
I´m talking about new environment and object sounds. Not music ones.
Edit: You can also post it here in the old thread were i asked about custom sounds: index.php?name=PNphpBB2&file=viewtopic&t=1983
Edit: about the XSI modtool addon exporter. Fred mentioned it more than one time that NOT Pandemic release a modtool exporter but Softimage. And softimage got already the working exporter for foundation but never released the modtool version later. So it´s softimage to blame for not Pandemic.
Theres no real point makin a tutorial now since the sounds in SWBF2 might be added differently and they might be better documented. plus iit was a while ago that i did it so it would take time to remember ....time is what im short of at the moment
Supposedly ,according to Avid/Softimage , Pandemic never sent the codes/info to Softimage for the XSI modtool exporter to be made.
But how were Avid / Softimage able to design a "Pandemic MSH Exporter for XSI|Foundation and other "advanced" versions of this program, then ? The MSH file-format's source code shouldn't have differed according to the Softimage|XSI product you use...
Last edited by Leviathan on Sat Feb 04, 2006 2:45 pm, edited 1 time in total.
@Leviathan, be sure that i´ve read it all. It´s nice that Vyce got it working but i didn´t. And Bandu it´s never to late for a tutorial but this time i count on Vyse making one.
EDIT: And Leviathan. You should know me better. Remember that half of the SWBF1 tuts are made or started by myself index.php?name=PNphpBB2&file=viewtopic&t=2454
. I realy tried to understand and learn SWBF1 tools and everything what i knew i shared with the community. Your comment sounds somewhat offended.
And Softimage didn´t designed the msh exporter but Pandemic did and released it. Softimage changed the way exporters can be incorporated in the XSI modtool version and only Softimage decide what will be released and what not. But they seemed never realy interested in releasing the Battlefront exporter for modtool. They only made one for Unreal and the HL2 engine and left the whole community alone.
I must have mailed them douzens times or so but never got a reply.
Teancum do you have any of the scenes he animated for you? and it really sucks that hell animate something for you but wont really tell you how to do it, he keeps telling me to read the docs more carefully >_< feel free to add me to msn or aim if you have them because i want to discuss this more (i prefer msn) but like i said before i can get the animations to compile to zaabin and zafbin files but the bones get offset in 0,0,0 along with the meshes that they influence.
Rends, I didn't want to offend you, as you must probably know...
However, I remember one thought psych0fred formulated a certain time ago : "[...] Explore all possibilities of SWBF Mod Tools..."
In fact, he wasn't wrong at all, since so many manners to mod Star Wars Battlefront exist, especially through this game's SDK... I simply thought the address I've provided to you was one of these "unexplored ways" you didn't know before...
minilogoguy18 wrote:Teancum do you have any of the scenes he animated for you? and it really sucks that hell animate something for you but wont really tell you how to do it, he keeps telling me to read the docs more carefully >_< feel free to add me to msn or aim if you have them because i want to discuss this more (i prefer msn) but like i said before i can get the animations to compile to zaabin and zafbin files but the bones get offset in 0,0,0 along with the meshes that they influence.
The scene files he works from were already in Battlefront at one time or working in Clone Wars at one time. That's why we haven't been able to get the AT-PT made by Pandemic to work right. From what Fred has heard from other devs, it never worked totally right.
I wish Fred were[/b] able to animate from scratch, but XSI has a pretty steep learning curve as far as animation goes. If it didn't, we'd have a lot more correctly working vehicles and units.
well i can animatie in XSI for JKA but for SWBF i just dont know enough about it at all, but if i could just see a scene file i know i could get it right away and i would definitely share the knowledge. i dont get why my bones get reset to 0,0,0 when i open the basepose and takeoff mesh and thier XYZ position is the same as XSI where it should be. but one major thing i noticed is that on export all geometry gets thier transforms frozen which is not a good thing when the model is enveloped to bones and in a hierchy.... !!!! thats it, i think i mightve just figured it out while typing this message