the pack includes the raw unmunged anims aswell as the animset "civ" withthe munged anims in it
here's a guide how to get them ingame:
Hidden/Spoiler:
If you want to make a custom animset because you want to rearrange the anims or add another one or you need the set for a twilek or wookie, 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 "tool".
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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 "civ".
5. Open the "SoldierAnimationBank" folder -you will see a folder called "template" inside- rename it to "civ".
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 "civ.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 "civ" folder.
9. Copy and paste the animations which came with this pack also in the "civ" folder.
10.Animationnames are set up like this:
"civ_tool_stand_runforward_upper.msh"
"civ" determinates the animationset, if you name your animset differently you have to rename the prefix of all animations.
"tool" is the name of the animationbank, that means that in this case all tools 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 "civ.anims","civ.zafbin" and
"civ.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 = "civ" under "[Properties]"
13.Munge your map and enjoy the new animations!
Notes:
-If you dont like the (awesome) standanimations, just delete the "civ_tool_stand_idle_emote_full.msh" and
civ_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 want to use the munged animset only follow step 12 and make shure the units "weapon" has the animstionbank "tool".
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How to create and munge a custom animationset:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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 "civ".
5. Open the "SoldierAnimationBank" folder -you will see a folder called "template" inside- rename it to "civ".
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 "civ.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 "civ" folder.
9. Copy and paste the animations which came with this pack also in the "civ" folder.
10.Animationnames are set up like this:
"civ_tool_stand_runforward_upper.msh"
"civ" determinates the animationset, if you name your animset differently you have to rename the prefix of all animations.
"tool" is the name of the animationbank, that means that in this case all tools 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 "civ.anims","civ.zafbin" and
"civ.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 = "civ" under "[Properties]"
13.Munge your map and enjoy the new animations!
Notes:
-If you dont like the (awesome) standanimations, just delete the "civ_tool_stand_idle_emote_full.msh" and
civ_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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credits and further informations can be found in the readme
Download
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