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Battlefield Modding Tutorials BFMODS • View topic - Trying to get rifle animations to work in a FH related mod.

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sun Jun 21, 2009 1:32 am 
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mmm I'm no moddeler. I just need to get these rifles in the animation files working like this, quick. And is there a work around for what you're just telling us? Also, how do I get rid of the idles animations? They would still make the rifle bounce around all the time.


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PostPosted: Sun Jun 21, 2009 12:53 pm 
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There is no way to do this in code, if you want full 3d Iron sights you will need a copy of 3ds Max and some knowledge of how to animate 3d Objects and Characters. You can do 2d Iron sights easily however, by creating a bunch of 2d iron sight tga's and using them as different scope templates. However to get those to look nice, you will also need something like Gmax or 3ds Max to render them.


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PostPosted: Sun Jun 21, 2009 6:14 pm 
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I already achieved 3d iron sights without Gmax in another mod. However that mod had each weapon individually coded in the animations.rfa and nothind lend from BF1942, so I had no problems changing the BAF files. However in FH, most weapons don't have their own BAF files because they use the standard BF1942 BAF files, hence they many copystate Arisaka v1_arg K98 1.0 K98 1.0, telling the game to use the BF1942 K98 animations for the Arisaka. I want each and every rifle to have thier own:

ske
bafs
codes

Then I can individually tell them to ignore the idles and and the camera's/positions to turn the right way so the ironssights fall exactly over the crosshairs. Like I said, I managed to do all of this for each rifle in FH but still the game crashes half way on map load.


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PostPosted: Sun Jun 21, 2009 8:37 pm 
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well if thats all you want then get prepared to do alot of copying and pasting.

CopyState2 (nameofweapon) will create an animation set for any gun, but you must add the new folders, and copy over every single animation it needs otherwise it will crash. First person, and third person.


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PostPosted: Tue Jun 23, 2009 11:41 pm 
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damn this to hell. I tried copying all the files and all the codes from regular BF1942. Now the M1Garand is exactly like the one in BF1942 and the Arisaka like the No4 (and yes, I changed ALL the names) but still it only loads to 50% and then it crashes. :? :? :?

How can I get these rifles to act as standalone rifles? Not with copies animations from other rifles? :neutral:


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PostPosted: Tue Jun 23, 2009 11:48 pm 
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Like I said, learn to animate in 3ds Max. And you have to remember that some of the weapons re-use bone parts as well. New skeletons might be in order.


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PostPosted: Wed Jun 24, 2009 6:16 pm 
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DICE, Curses be upon ye. :evil:


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