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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »3p animation, cannot add/create new animation tag

Author Topic: 3p animation, cannot add/create new animation tag (5 messages, Page 1 of 1)
Moderators: Dennis

SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jul 22, 2011 01:59 PM    Msg. 1 of 5       
This is really frustrating. I can't even compile my own cyborg animations, after spending so much time on them.
I used the bluestreak anim importer, loaded the original cyborrg animations, and exported them all to characters\slappy\animations.
Then I made several of my own ones and exported those individually into the same folder.
Couldn't read map file './toolbeta.map'
tool animations characters\slappy
### B-driver unarmed idle.JMA
### CT-driver unarmed idle.JMA
### G-driver unarmed idle.JMA
### GT-gunner fixed idle.JMA
### GT-gunner unarmed idle.JMA
### P-riderLF rifle idle.JMA
### W-driver unarmed idle.JMA
### W-gunner fixed idle.JMA
### W-passenger missile idle.JMA
### W-passenger pistol idle.JMA
### W-passenger rifle idle.JMA
### alert rifle move-front.JMA
### alert unarmed idle%1.JMA
### alert unarmed idle%2.JMA
### alert unarmed idle%3.JMA
### alert unarmed move-front.JMA
### crouch missile idle.JMA
### crouch missile move-back.JMA
### crouch missile move-front.JMA
### crouch missile move-left.JMA
### crouch missile move-right.JMA
### crouch pistol idle.JMA
### crouch pistol move-back.JMA
### crouch pistol move-front.JMA
### crouch pistol move-left.JMA
### crouch pistol move-right.JMA
### crouch rifle airborne.JMA
### crouch rifle idle.JMA
### crouch rifle land-hard.JMA
### crouch rifle land-soft.JMA
### crouch rifle move-back.JMA
### crouch rifle move-front.JMA
### crouch rifle move-left.JMA
### crouch rifle move-right.JMA
### crouch unarmed idle.JMA
### crouch unarmed move-back.JMA
### crouch unarmed move-front.JMA
### crouch unarmed move-left.JMA
### crouch unarmed move-right.JMA
### h-kill back gut.JMA
### h-kill front gut.JMA
### h-kill front head.JMA
### h-kill left gut.JMA
### h-kill left head.JMA
### h-kill right gut.JMA
### h-kill right head.JMA
### s-kill back gut.JMA
### s-kill front chest.JMA
### s-kill front gut.JMA
### s-kill left gut.JMA
### s-kill right gut.JMA
### scorpion-driver unarmed idle.JMA
### scorpionLF rifle idle.JMA
### stand airborne-dead.JMA
### stand landing-dead.JMA
### stand missile airborne.JMA
### stand missile fire-1.JMA
### stand missile idle.JMA
### stand missile land-hard.JMA
### stand missile land-soft.JMA
### stand missile move-back.JMA
### stand missile move-front.JMA
### stand missile move-left.JMA
### stand missile move-right.JMA
### stand missile reload.JMA
### stand missile stunned-front.JMA
### stand pistol airborne.JMA
### stand pistol idle.JMA
### stand pistol land-hard.JMA
### stand pistol land-soft.JMA
### stand pistol move-back.JMA
### stand pistol move-front.JMA
### stand pistol move-left.JMA
### stand pistol move-right.JMA
### stand pistol stunned-front.JMA
### stand rifle airborne.JMA
### stand rifle idle.JMA
### stand rifle land-hard.JMA
### stand rifle land-soft.JMA
### stand rifle move-back.JMA
### stand rifle move-front.JMA
### stand rifle move-left.JMA
### stand rifle move-right.JMA
### stand rifle stunned-back.JMA
### stand rifle stunned-front.JMA
### stand rifle stunned-left.JMA
### stand rifle stunned-right.JMA
### stand rifle throw-grenade.JMA
### stand unarmed airborne.JMA
### stand unarmed move-back.JMA
### stand unarmed move-front.JMA
### stand unarmed move-left.JMA
### stand unarmed move-right.JMA
### zW-passenger cannon idle.JMA
### zW-passenger flame idle.JMA
### zcrouch cannon airborne.JMA
### zcrouch cannon idle.JMA
### zcrouch cannon land-hard.JMA
### zcrouch cannon land-soft.JMA
### zcrouch cannon move-back.JMA
### zcrouch cannon move-front.JMA
### zcrouch cannon move-left.JMA
### zcrouch cannon move-right.JMA
### zcrouch flame idle.JMA
### zcrouch flame land-hard.JMA
### zcrouch flame land-soft.JMA
### zcrouch flame move-back.JMA
### zcrouch flame move-front.JMA
### zcrouch flame move-left.JMA
### zcrouch flame move-right.JMA
### zscorpionLF flame idle.JMA
### zstand cannon airborne.JMA
couldn't add/create new animation tag

model animation compression saved 0 bytes

I don't know what the deal is with this error but it's annoying as hell.

Then I deteted all the exported stock animations from characters\slappy\animations, compiling only my own additional animations, and that compiled successfully.
After that, I was going to use the Halo animation editor to swap in the new animations... but they aren't replacing anything, because they are entirely new. So I open Kornmann and duplicate the same amount of animations as I'm adding so I can swap in for the duplicates.
The problem is the animation editor program keeps exceptioning whenever I try to compile the new tag.

So I can't make a brand new tag because of tool, and I can't swap in because of a broken program... what do people do to make new player animations?!?!?!


teh lag
Joined: May 6, 2008


Posted: Jul 22, 2011 02:18 PM    Msg. 2 of 5       
Yes, you can make a new animation tag via tool. Additionally, I can speak with... not certainty but a high degree of confidence that the HAE is not broken and you're somehow using it incorrectly.

Here are a few proposals I have to help you solve your problem:

1) Enure you have fewer than 256 animations. This is the maximum that Halo CE can support.
2) Look through the list of animations processed by tool - are some missing? If so, look at their .jm* files and see if perhaps one was incorrectly exported. Check the last animation processed by tool and any others after it if it isn't the last.
3) Try moving some animations (your added ones or the stock ones) out of the folder and seeing if it compiles with only them. Perhaps either your exporter or bluestreak did something incorrectly.
4) When using the HAE make sure that your source, target, and new tags are different.
Edited by teh lag on Jul 22, 2011 at 02:20 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jul 22, 2011 02:37 PM    Msg. 3 of 5       
I've used the HAE before with success, even with player animations. It just craps out from time to time.
One can also notice from the tool output I get (posted above), only the JMAs are an the list.
EDIT: Just checked how many animations there are, and it's just over 256. I guess I'll delete the fuel rod animations.

Edited by SlappyThePirate on Jul 22, 2011 at 02:50 PM


teh lag
Joined: May 6, 2008


Posted: Jul 22, 2011 02:41 PM    Msg. 4 of 5       
The stock cyborg has a measly 2 extra slots from what I remember - unless you've only added two animations (or unless my count is somehow drastically off) you will need to cut out some existing animations to add stuff in. Get a file count of the animations in your folder - the only time I've had an issue like this was (I think) the result of going over the animation count limit.

e: well there you go - all should be well now.
Edited by teh lag on Jul 22, 2011 at 02:42 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jul 22, 2011 02:43 PM    Msg. 5 of 5       
Okay, I had a few too many. The HAE is still being annoying, and sometimes the Animation Importer doesn't work....
Edited by SlappyThePirate on Jul 22, 2011 at 02:51 PM
EDIT: Thanks!
Edited by SlappyThePirate on Jul 22, 2011 at 02:53 PM

 

 
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