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-   -   The man with the Machine gun (http://forums.filefront.com/sw-jk3-modding-mapping-editing/328519-man-machine-gun.html)

Manganiac October 16th, 2007 11:53 AM

do Animations have to follow an order?
something like "root" has to come in last, walk has to come after runing, that has to come after whatever...?
almost seens that both animations' names and the frames have to come in some order.
can anyone confirm that? I'm having trouble with my animation.cfg file now =.= (it's actually doing only one animation, but since I have so few...)

CrashmanX October 16th, 2007 12:03 PM

can i have a scaled down version of that model cause i want to be normal size with it plz?

Manganiac October 16th, 2007 12:34 PM

Quote:

Originally Posted by LightNinja (Post 3981043)
Good stuff, I'm pretty interested in how you got the tags working though I've never looked if the tags of my animated models worked properly. The saber tag working makes me wanna do a cavern troll :p..

Good job ;)

eh, I wanted to wait for the model to come out, but this is still gonna take so loooong...
okey xP it's not a big deal, really, but I would never figure it out if I had not looked at the code, I didn't really get it, but many times it calls for the string "models/players/_humanoid" in other to check if the model is a humanoid, so all you have to do is put that in your path, you add something to the folder's name, or just slap a sub-folder: models/players/_humanoid/troll or models/players/_humanoidTroll (whatever, you pick, as long as you have "models/players/_humanoid" inside your folder's path)

Quote:

Originally Posted by {L.O.W}Light{Rank} (Post 3982434)
can i have a scaled down version of that model cause i want to be normal size with it plz?

sorry, by the time I finish (if I get there, animating is giving me more pain) the model is meant to be a npc ONLY (and as far as I know Multiplayer wont let you play with npcs), other than that, it doesn't use the human(oid) skeleton(gla) anyways, so engine has 2 reasons for not let it be used in multiplayer (wont let you play with npcs, and wont let you play with non humanoid skeletons), I'm still gonna have to check on how to make it work on multiplayer, yet as a npc =.=

Tobe_One October 16th, 2007 12:49 PM

wow very cool piccoro and beast! awesome work Manganiac:eek:
I am looking forward the Laguna model, he looks cool too=p keep it up!

Manganiac October 16th, 2007 02:59 PM

Quote:

Originally Posted by Manganiac (Post 3982405)
do Animations have to follow an order?
something like "root" has to come in last, walk has to come after runing, that has to come after whatever...?
almost seens that both animations' names and the frames have to come in some order.
can anyone confirm that? I'm having trouble with my animation.cfg file now =.= (it's actually doing only one animation, but since I have so few...)

okey, sorry, my mistake, Psyko's modeling tutorial says you have to remove mesh_root from your scene if you're goin to animate (I had no idea why, so I removed while tryng to figure out the tag thing, saw no diference than put it back, now I see ;) (my model got stuck in only one animation), doesn't make much sense but it's a fact, no mesh root for animations

LightNinja October 16th, 2007 04:16 PM

Manganiac, if it isn't much to ask :p, it'd be sweet if once you've finished this project you make some kind of document with the points you've concluded, for example:

·How I made the tags work:
(...)
·The importance about mesh root:
(...)

Just to put everything together since you're discovering things that at least I wouldn't have the willpower to discover. Really man, pretty good job.

also you could do a model for neo dark ages ^^

ƒul*£ruM October 16th, 2007 05:21 PM

Pretty Interesting. Can't wait to D/L

Manganiac October 18th, 2007 04:48 AM

this one I'm having a hard time figuring it out:
tryng to make the model work it's own melee with saber animations, but he aint starting the simple attacks (actually it's the same animation slaped on all animation labels for dual stances).
Seens every animation requires an intro animation, such as, swing attack left to right ( BOTH_A6__L__R ) requires a start animation for it (BOTH_S6_S6__L), but that's not enough, cuz the model still wont perform it, so far only perform animations that do not require a previows start animation, such as: katas (BOTH_A6_SABERPROTECT).

not sure what am I missing, I gave him the stance animation BOTH_SABERDUAL_STANCE, the starting frames BOTH_S6_S6__L (thansictin from stance to attack animation), the attack animation itself ( BOTH_A6__L__R ) and the return to stance animation (BOTH_R6__R_S6).

that's happening to all simple animations, (bottom left to top right (BOTH_A6_BL_TR), top to bottom (BOTH_A6_T__B_), etc..., except the special ones (attack enemies on "both left and right" and "katas"), since it works special ones, I guess it's safe to assume I'm missing something on the animation.cfg file alone.
if anyone has a clue, plz say something... T_T

LightNinja October 18th, 2007 05:16 AM

I've done a dummie to test this stuff, so far i've only managed to get the dummie ingame with a saber but, the saber isn't tagged at bolt_r_hand it seems it's tagged at bolt_torso_caps_hips and I don't know why.

Not only that, ingame it doesn't perfom any animation though I think it's because i'll have to put the exact name for each animation, I'm gonna try right now that BOTH_SABERDUAL_STANCE and see if it works, also I've been thinking that it'd be possible to let the npc block your saber with the animations BOTH_LK_S_S_S_L_2, BOTH_LK_S_S_T_L_1 and BOTH_LK_S_S_T_L_2. I have to take a look to the code because I want to take a look at the CLASSes.. but I don't know where to get it, if its in the SDK tell me plz ^^.

This is interesting :).

LightNinja October 18th, 2007 06:56 AM

Ok sorry for the double post but this is what I got. It doesn't work (only the death animation), the hilt rotates with the body but the laser blade don't... I don't know why the saber isn't at the hand because there isn't any kind of tag in the body, if you can tell me how did you make it work I'd go ahead and get to your point, form there I'd be more helpful


Edit: Ok I thought that it was a liking problem since the whole body is a mesh so I took the r_hand mesh out of the body mesh and linked it to the body one, and linked the bolt_r_hand to the r_hand, but it's still the same.. well i'll work on it later I gtg good luck

Manganiac October 18th, 2007 08:38 AM

hierarchy of tags or who they're weighted to is of no real importance, only if it helps your animation (if you want the saber to come out of a certain bone, weight it to that bone, if you don't want the saber to be "allways" attached to that hand, make an extra bone and make it son of the hand (so you can pull it out often (tag_rhand_bone) ).

now, as for saber coming out of the model's middle, haven't really gonne through that, make sure you are loading a new map and spawning your model every time if you recompiled it (don't save the game with you model in it, there's something about index order of every object in a ghoul2model, seens during compilation random objects are assigned to diferent indexes, so every compilation, that order is made diferent, not a issue to be worried, that only affects saved games)

the other thing I can think of, is the pivot or your tags, are they centered to the tags themselves or the whole model's pivot? (found that to be a major issue on making new skeletons/animations), ghoul2models shouldn't really need "trifaced tags", actually, null objects(xsi) or helpers(on max) should be enough to define a tag's position or orientation (since what matters is the position and rotation OF the PIVOT), but it just won't compile if it doesn't have meshes(probably cuz carcass throws everything that doesn't have meshes in the gla, and everything that does, in the glm).

Manganiac October 19th, 2007 09:44 PM

yet another update concerning how things work...

eh, here's what I did to figure out why Bahamut wouldn't execute simple attacks:
made a copy of the _humanoid.gla for another model and asigned that new gla as its skeleton & animation index, then started deleting blocks of animations from it's animation.cfg untill I'd reduce it's status to that of Bahamut (no attacks) in other to find wich animations were needed before the attack animation, (in other to trigger it). (weeeeee, I'm so clever!! xD )

seens the game still requires the animations of the first(normal/yellow) stance even if you don't use them, perhappes that has something to do with codding, like: the attack/damaged is triggered on the normal/yellow attack animations, and the animations of other stances use code from normal/yellow and what really changes is only the motion/animation alone, kinda makes sense, I mean, why would you trigger that for each animation on the game's code when you can make it in only one, and the rest is just modified animations (therefor shorter code). I'm really just assuming it, but wth, works for me ;3

Gir_teh_Almighteh October 20th, 2007 03:50 AM

to answer your question about animation sequences:

no, they don't have to be in a specific order (however if i remember correctly, the first frame of each animation for jka was set in the "root" pose). the reason being, there is another file which tells the engine that when the "run" command is activated, it starts animation at frame number x, and ends at y.

it is, however, usually easier for the animator to make batches of animations. usually they will do idle poses together, then crouch, then walk, then run, then crawl etc.
i guess it's just easier for them to string the animations together.

Savet October 23rd, 2007 04:19 PM

Quote:

Originally Posted by Manganiac (Post 3982491)
sorry, by the time I finish (if I get there, animating is giving me more pain) the model is meant to be a npc ONLY (and as far as I know Multiplayer wont let you play with npcs), other than that, it doesn't use the human(oid) skeleton(gla) anyways, so engine has 2 reasons for not let it be used in multiplayer (wont let you play with npcs, and wont let you play with non humanoid skeletons), I'm still gonna have to check on how to make it work on multiplayer, yet as a npc =.=

Create two models, one with the humanoid skeleton and another with his own skeleton.

For tips on how weighing wings to humanoid skeletons, check this model:

Howler, Jedi Knight 3 Downloads, Jedi Knight 3 Others

LightNinja October 24th, 2007 06:16 AM

^^^emmm... that model its weighted to the humanoid skelleton. Believe me, I made it.

Kyoku MaggoT December 7th, 2007 01:18 PM

Re: The man with the Machine gun
 
so when this is done, what would it be called, Bahamut?
seems preety simple enough, and this is a damned impressive model, not something you'd expect to see in JKA
allI know is that I want, this is my 2nd favorite Bahamut next to the Crisis Core version (originally FFVII)

Exodus December 8th, 2007 01:33 AM

Re: The man with the Machine gun
 
What ever happened to the man with the machine gun model? it was looking really good then just stopped. i would like to see this model continue.

Sirius Leos December 8th, 2007 04:02 AM

Re: The man with the Machine gun
 
ya.. i'd have to agree on that to be honest. i was looking forward to a laguna model too :P

Kyoku MaggoT December 8th, 2007 07:03 AM

Re: The man with the Machine gun
 
I agree it didn't look bad, actually very accurate, but I'm not doubting that they'll continue it after Bahamut is done

LenicoC December 12th, 2007 07:34 AM

Re: The man with the Machine gun
 
O.o Nice nice.. but the Namekian Model :O where can i Download it? or can me send the Model? :D

Manganiac December 13th, 2007 03:33 PM

Re: The man with the Machine gun
 
I need to give a break for a while (personal stuff needs priority (I sort of rushed a lot of things while doing Bahamut).

Anyways, Laguna Loire and Namekian Race will come out first, Bahamut will still take a long while (I'm considering redoing part of the model, or maybe just the skeleton... sholder issues xP , got a bit dispointed cuz I couldn't get the npc to switch weapons... and a Bahamut that doesn't do Mega-Flare is disapointing...) (the weapon itself isn't more complex than a charged pistol's shot, but if I have to choose betwen claw/melee attacks or Mega-Flare, I guess Melee would be better cuz it gives me a total of as many moves as those ingame....)

Master Ridley December 13th, 2007 04:38 PM

Re: The man with the Machine gun
 
Well, some NPC do have multiple attacks like the mutant rancor.

Kyoku MaggoT December 14th, 2007 11:21 PM

Re: The man with the Machine gun
 
what I want to know is how would he be an npc in game, I am guessing you'd be replacing something right? if so, what?

Master Ridley December 15th, 2007 09:00 AM

Re: The man with the Machine gun
 
You don't need to replace npcs to get an npc. You can always make a complete custom one. I make them all he time. It doesn't need to replace anything.

Kyoku MaggoT December 16th, 2007 07:24 AM

Re: The man with the Machine gun
 
I know, I mean in terms of SP or something, because its not like they spawn randomly, there is an amount of enemies that show up
thats what I mean

Gir_teh_Almighteh December 17th, 2007 05:58 AM

Re: The man with the Machine gun
 
well i guess he would only be used in custom SP levels then ;)

Kyoku MaggoT December 17th, 2007 01:21 PM

Re: The man with the Machine gun
 
thats true, didn't know why I didn't think of that lol


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