lemme tell you something : since you're gonna change the sekeleton you'll need a new GLA and the problem with that is :
If a playermodel , which is supposed to be for multiplayer , uses another GLA than models/players/_humanoid/_humanoid.gla the game wont accept it and wil lgive you kyles model in MP
it doesnt work with our GLA edited models for TOTSL too , same for cutscenes instead of your model you'll see a Yellow skinned twilek
in other words : If you want to make your revan model for multiplayer rig&weight it to the base JKA model
and with some tricky weighting on the cape it should work like on toshi's vader so that it isnt stiff anymore
lemme tell you something : since you're gonna change the sekeleton you'll need a new GLA and the problem with that is :
If a playermodel , which is supposed to be for multiplayer , uses another GLA than models/players/_humanoid/_humanoid.gla the game wont accept it and wil lgive you kyles model in MP
it doesnt work with our GLA edited models for TOTSL too , same for cutscenes instead of your model you'll see a Yellow skinned twilek
in other words : If you want to make your revan model for multiplayer rig&weight it to the base JKA model
and with some tricky weighting on the cape it should work like on toshi's vader so that it isnt stiff anymore
Trust me, he knows what hes doing. If he wanted to weigh it like toshi/hapslash/anyother modeler then he would. Gir is someone who has actually done modeling professionally, and had some of his work in games.
Trust me, he knows what hes doing. If he wanted to weigh it like toshi/hapslash/anyother modeler then he would. Gir is someone who has actually done modeling professionally, and had some of his work in games.
I'm not saying he cant do the weighting and rigging
I'm just saying that he wont be able to use the model in MP ,as long as he doesnt modify the sourcecode of course, the game will crash
I'm not saying he cant do the weighting and rigging
I'm just saying that he wont be able to use the model in MP ,as long as he doesnt modify the sourcecode of course, the game will crash
i was pointing out the hes well aware that he would need a new gla and what needs to be done so that it doesn't crash.
Quote:
Originally Posted by Last Wish
uhh uh.. most of hapslash models was weighted by infinity blade.. just wanted to point that out
Then there are the animation enums listed in bg_saber.c / saberMoveData. The problem is to find out whether all of them are actually used in mp or not. Anyone got any insight?
I wasn't going to look through the code. I don't have any of it handy, at least I don't think I do. I just planned to run through the animation.cfg and put stars or something next to things I didn't think were used. If I/we would have to look through code and any other files then that could be more of a problem.
N-7, if you want to work together that's fine with me. You will need to explain to me if/how code is necessary for this though.
Actually, I can't think of another way to find out which animations can occur but analyzing the source code.
What I've found out so far is that most of the animations sequences are ultimately set by either PM_SetSaberMove (bg_saber.c) or BG_SetAnimFinal (bg_panimate.c). Apart from that, there are a few special cases which I've already gone through.
Now, PM_SetSaberMove uses the animations listed in the saberMoveData array in bg_saber.c, plus a few extras (draw, put away and ready stances) listed directly in the function itself or in PM_GetSaberStance. So that's basically settled (apart from the question whether all animations listed in the array can actually occur).
As for BG_SetAnimFinal, that one is difficult, because the animation that will be used by this function is passed as an argument ("int anim"), so it is determined elsewhere. Also, it is called from two functions, which are in turn called from other functions and so forth. I've started to analyze which functions call BG_SetAnimFinal, and here's what I've got so far (it's sort of a reversed call tree, meaning that the "children" of a function are those functions that call it):
Uhm, only if you really like to. I wouldn't want to keep you from doing what you really enjoy (like animating). The drudging will get done eventually, sooner or later.
EDIT:
I'm almost done, only need to backtrack G_SetAnim and analyze some animation "arithmetics" (computations involving the animation enums).
Last edited by N-7; August 27th, 2009 at 04:18 PM.
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