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-   -   i can has revan model? (http://forums.filefront.com/sw-jk3-modding-mapping-editing/404213-i-can-has-revan-model.html)

minilogoguy18 August 13th, 2009 04:43 PM

Re: i can has revan model?
 
It's probably the render engine since they aren't there in pics he's shown me in max.

katanamaru August 13th, 2009 07:05 PM

Re: i can has revan model?
 
Ok that's good to know.

Hirman August 17th, 2009 03:31 AM

Re: i can has revan model?
 
Im sure the canon talk will end with The old republic LMORPG but anyways this does look pretty nice. Good luck

General Jaxun August 17th, 2009 10:32 AM

Re: i can has revan model?
 
This model may infact be finished, but I believe that the download will include the humanoid CFG... Just a thought.

minilogoguy18 August 17th, 2009 03:21 PM

Re: i can has revan model?
 
^It'll be way more than that, an entirely new humanoid.gla file will be included in the file if he really does go through the long process of adding new bones, animating and recompiling.

katanamaru August 17th, 2009 04:27 PM

Re: i can has revan model?
 
That's a big if there. Since no one has done that before. As well as remaking thousands of animations.

General Jaxun August 17th, 2009 05:17 PM

Re: i can has revan model?
 
Well he DID recently ask for all animations EVER... So, it's very likely he's adding cape and skirt animations to them all. From what I've seen so far, Almighty_Gir/Who/What is a modeling genius, and it seems like it would be no daunting task for him.

This Darth Revan model may be the single most complete package we ever get for a character, because frankly... It's been pretty bad-ass so far, and new animations would be even more-so. Which, is exactly what I believe will happen.

minilogoguy18 August 17th, 2009 05:56 PM

Re: i can has revan model?
 
Quote:

Originally Posted by katanamaru (Post 4978458)
That's a big if there. Since no one has done that before. As well as remaking thousands of animations.

XD

You make me giggle, there aren't thousands of animations, theres thousands of frames but not thousands of sequences. For a program like dragon it would be difficult, frankly cause it sucks but for XSI or max it wouldn't take nearly as long.

General Jaxun August 17th, 2009 06:12 PM

Re: i can has revan model?
 
I think he could do it.

Monster_user August 17th, 2009 06:20 PM

Re: i can has revan model?
 
Quote:

Originally Posted by minilogoguy18 (Post 4978559)
XD

You make me giggle, there aren't thousands of animations, theres thousands of frames but not thousands of sequences. For a program like dragon it would be difficult, frankly cause it sucks but for XSI or max it wouldn't take nearly as long.

There would be what, 10-30 animations?


* Standing
* Walking
* Running
* Taunt
* Firing a pistol
* Firing a two handed weapon
* Swinging a blunt object
* Lightsaber form 1
* Lightsaber form 2
* Lightsaber form 3
* Throwing an object
* Force activate
* Crouch
* Jump
* Dodge
* Stunned
* Hit 1
* Hit 2
* Dying
* Extra Move
* Extra Move

Authuran August 17th, 2009 06:27 PM

Re: i can has revan model?
 
There's actually a pretty intense number of anims but if I were making a caped model I would just wait for someone to make a cloth physics shader.

katanamaru August 17th, 2009 06:31 PM

Re: i can has revan model?
 
Yeah sorry I meant thousands of frames. Sorry my bad.

There are multiple walks and runs to do. 7 lightsaber forms. Lots of force powers. Note: most force powers are broken up like lightning and drain. Lots of dying animations. So there is a little more to it than just saying '30 sequences or such.'

Has anybody ever got an animation from max or xsi into ja? I know minilogoguy made a tool that I haven't tried yet, but has anybody else tried it and succeeded? I'm still using dragon and think it is fine but if the xsi tools are better and easier to use I may switch over.

I honestly don't believe he can pull it off. He has announced large projects in the past like the Shinra tower, that have never panned out. He can model, but he is not the modeling god of JA. He knows what he's talking about, I'll give him that, but he isn't the best.

Mikouen August 17th, 2009 06:37 PM

Re: i can has revan model?
 
The Shinra tower never panned out because Squeenix C&D'd it, along with the attached character model pack and scripted mission. I remember that because of the significant amount of bitching about Square Enix's Nazi temperament we all did over on FileFreak.

katanamaru August 17th, 2009 06:38 PM

Re: i can has revan model?
 
Well that's good to know thanks. So he was making progress with it? I may have to reevaluate Gir's potential then.

minilogoguy18 August 17th, 2009 06:47 PM

Re: i can has revan model?
 
I don't even know if XSI Mod Tool will get animations in game, I use XSI Advanced. Keshire got lots of animations for characters working using max 5 but any version past that can't do it.

What are you talking about? Lightning and drain use the same animations except in SP. XSI Mod Tool even for being a freeware version of XSI is still superior to dragon in every single way.

katanamaru August 17th, 2009 06:58 PM

Re: i can has revan model?
 
This is what I meant with lightning:
BOTH_FORCELIGHTNING 5874 19 -1 20
BOTH_FORCELIGHTNING_HOLD 5877 7 0 20
BOTH_FORCELIGHTNING_RELEASE 5885 8 -1 20
BOTH_FORCELIGHTNING_START 5874 3 -1 20
He will just have to make sure to break it up correctly. If he's up to the task of redoing the animations then this will be no problem. It's just something I thought should be pointed out just in case he was unaware.

I just remeber you made a tool for xsi I believe that could do animations very nicely. I was blown away by your demo footage. I just don't know if I used your tools for animating if I could then get them in game. By tools I think you made a skeleton or something. I'm unsure if that can get them in game.

Thing is if it can't then it doesn't matter how good xsi or max is if they can't get animations in game.

Monster_user August 17th, 2009 07:07 PM

Re: i can has revan model?
 
Quote:

Originally Posted by Authuran (Post 4978600)
There's actually a pretty intense number of anims but if I were making a caped model I would just wait for someone to make a cloth physics shader.

Do you have a link that shows exactly how many their are? Both for a single model, and the number of different "anim" sets in the game?

Quote:

Originally Posted by katanamaru (Post 4978604)
There are multiple walks and runs to do. 7 lightsaber forms. Lots of force powers. Note: most force powers are broken up like lightning and drain. Lots of dying animations. So there is a little more to it than just saying '30 sequences or such.'

I forgot how many lightsaber forms there were. That probably pushes it closer to the 40-60 mark. However, some of those sequences can be tweaked, or even reused. Little more than a quick C&P.

The animation for Force Push could conceivable be used for Force Pull, Force Sight, Force Speed, or Mind Trick. Possibly even for Force Grip, if you don't pay it too much attention.

I don't think anyone would blame a content creator for not having the same level of variety in a single model, as is available in the game. Considering that most of the models in the game use the same animations. There are likely to be less than 10 different sets of anims in the game, likely less than 6.

Authuran August 17th, 2009 07:09 PM

Re: i can has revan model?
 
No link necessary, it's pretty obvious if you've played all versions of the game (JA+, Lugormod, Makermod and other serverside mods) that there are a crapload of animation.

katanamaru August 17th, 2009 07:19 PM

Re: i can has revan model?
 
I can't upload a file here but if you have a stance mod open it up and look at the animations.cfg located in models/players/_humanoid folders. Some of those are some JO cinematics like sleep and kiss, but even those are used in mp mods as emotes.
Quote:

I don't think anyone would blame a content creator for not having the same level of variety in a single model, as is available in the game. Considering that most of the models in the game use the same animations. There are likely to be less than 10 different sets of anims in the game, likely less than 6.
I agree with you there, but a lot of other players would not. To remake or edit all those animations would require lots of work. I would not hold it against Gir if he decided functionality over detail. At least to a certain extent.

Almighty_who? August 17th, 2009 08:40 PM

Re: i can has revan model?
 
Quote:

Originally Posted by katanamaru (Post 4978658)
This is what I meant with lightning:
BOTH_FORCELIGHTNING 5874 19 -1 20
BOTH_FORCELIGHTNING_HOLD 5877 7 0 20
BOTH_FORCELIGHTNING_RELEASE 5885 8 -1 20
BOTH_FORCELIGHTNING_START 5874 3 -1 20
He will just have to make sure to break it up correctly. If he's up to the task of redoing the animations then this will be no problem. It's just something I thought should be pointed out just in case he was unaware.

I just remeber you made a tool for xsi I believe that could do animations very nicely. I was blown away by your demo footage. I just don't know if I used your tools for animating if I could then get them in game. By tools I think you made a skeleton or something. I'm unsure if that can get them in game.

Thing is if it can't then it doesn't matter how good xsi or max is if they can't get animations in game.

uh...

basically, when you create the animations, you also need to create a file telling the game which frames to use for each animation.

essentially it goes like this:
you hit the force lightning button - input command is given - game looks up command and output sequence - game displays output sequence.

doesn't matter whether they're broken up or not in the ORIGINAL animation files, since any new animations would over-ride them anyway.

if i do make a new skeleton for this, which yeah i DO want to do. it'd be multiplayer compatible only. in order to make a SP compatible skeleton i'd need to redo all the cutscene animations and blah blah.

frame wise, yes, for multiplayer and/or singleplayer, you're looking at thousands of frames.
sequence wise, it's 1 sequence per action.

all i need is a COMPLETE list of MULTIPLAYER actions, so that i can get cracking.

General Jaxun August 17th, 2009 08:44 PM

Re: i can has revan model?
 
I wish I could help...

Revan564 August 17th, 2009 08:45 PM

Re: i can has revan model?
 
Arghhh .. This thread confuses me :uhoh:. What exactly is this, a JKA mod or what?

General Jaxun August 17th, 2009 08:46 PM

Re: i can has revan model?
 
Yes. It is a JKA mod to bring a true representation of Darth Revan to JKA.

Revan564 August 17th, 2009 08:53 PM

Re: i can has revan model?
 
Quote:

Originally Posted by General Jaxun (Post 4978757)
Yes. It is a JKA mod to bring a true representation of Darth Revan to JKA.

Well... in that case I can't wait for it to be done :stallard:

Authuran August 17th, 2009 08:55 PM

Re: i can has revan model?
 
Yeah its the sith lord guy from that random game set a million trillion billion years before the movies, and he wants his cape to move as if it were real, which we all know JKA is capable of but meh.

General Jaxun August 17th, 2009 08:57 PM

Re: i can has revan model?
 
It's a model of Darth Revan, whom is also known as The Revanchist, but either way... He's a total badass, set 4000 years before the original trilogy... Which is freaking STUPID in my opinion..!

Almighty_who? August 17th, 2009 08:57 PM

Re: i can has revan model?
 
now i'm confused...

if i were to make a completely new rig, it wouldn't just be for this model, i'd let other people use it for theirs.

Authuran August 17th, 2009 08:59 PM

Re: i can has revan model?
 
If you make the cape yes.. but not everyone with cloth on them has it on their backsides. What I'm saying is that the cape on your Raven might be set in a different part on the anatomy then other models would have. Confusing yes.

Almighty_who? August 17th, 2009 09:01 PM

Re: i can has revan model?
 
yeah, but it means that in future, anyone who wants to use the skeleton, can. they don't have to, i'm not forcing anyone to. it's an optional thing.

now stop trolling, idiot.

General Jaxun August 17th, 2009 09:02 PM

Re: i can has revan model?
 
Of course..! It'd make VM-Vader and all the clone commando's SO much better!

Authuran August 17th, 2009 09:03 PM

Re: i can has revan model?
 
Quote:

yeah, but it means that in future, anyone who wants to use the skeleton, can. they don't have to, i'm not forcing anyone to. it's an optional thing.

now stop trolling, idiot.
Oh damn you called me an idiot :'(

General Jaxun August 17th, 2009 09:04 PM

Re: i can has revan model?
 
Let's be honest. You kinda' deserved it, dude.

Almighty_who? August 17th, 2009 09:08 PM

Re: i can has revan model?
 
Quote:

Originally Posted by Authuran (Post 4978792)
Oh damn you called me an idiot :'(

nah, i called you a troll, you acted like an idiot yourself :D

Zach August 17th, 2009 11:54 PM

Re: i can has revan model?
 
Quote:

Originally Posted by Almighty_who? (Post 4978806)
nah, i called you a troll, you acted like an idiot yourself :D

He does that a lot.


/waves at Gir.
/hides.

Authuran August 17th, 2009 11:55 PM

Re: i can has revan model?
 
Hmm, indeed I do, I am quite the idiot :)

katanamaru August 18th, 2009 07:22 PM

Re: i can has revan model?
 
If you want to see the mp animations you could look in the animation.cfg of a mp mod like OJP or JA+. Since they add animations to mp games that might help you a little. They will still have some of the JO cutscene animations in there though. Most JA cutscene animations are seperate from the animation.cfg. They are located in different folders.

I can't make an accurate list for you because I only play SP so I wouldn't be sure of what is used and what isn't.

Almighty_who? August 24th, 2009 07:27 PM

Re: i can has revan model?
 
still need the list of anims...

Mad Cat MkII August 24th, 2009 07:50 PM

Re: i can has revan model?
 
wouldn't you of all people know that modview has a list of all the animations or did i miss something?

Silent_Blade August 24th, 2009 09:36 PM

Re: i can has revan model?
 
You can just release it or get another person to do the animations. How about you make the cape move along with the legs while making the cape look like it's flowing and prefectly cloth when standing.

katanamaru August 25th, 2009 07:53 AM

Re: i can has revan model?
 
I can try to compile a list for you. I would leave in animations I'm not sure of though. It will take a bit of time so don't expect it real soon.

The list is actually going to be the animation.cfg; just with unnecessary animations deleted from it.

AshuraDX August 25th, 2009 12:25 PM

Re: i can has revan model?
 
Quote:

Originally Posted by Almighty_who? (Post 4985412)
still need the list of anims...

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 :rolleyes:

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

Mad Cat MkII August 25th, 2009 02:11 PM

Re: i can has revan model?
 
Quote:

Originally Posted by AshuraDX (Post 4985985)
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 :rolleyes:

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.

N-7 August 25th, 2009 03:10 PM

Re: i can has revan model?
 
Quote:

Originally Posted by katanamaru (Post 4985756)
I can try to compile a list for you. I would leave in animations I'm not sure of though. It will take a bit of time so don't expect it real soon.

The list is actually going to be the animation.cfg; just with unnecessary animations deleted from it.

This is actually quite a daunting task. May I suggest a joint effort?

AshuraDX August 26th, 2009 09:32 AM

Re: i can has revan model?
 
Quote:

Originally Posted by Mad Cat MkII (Post 4986132)
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 :uhm:

Last Wish August 26th, 2009 10:08 AM

Re: i can has revan model?
 
Quote:

If he wanted to weigh it like toshi/hapslash/anyother modeler then he would.
uhh uh.. most of hapslash models was weighted by infinity blade.. just wanted to point that out :rolleyes:

Mad Cat MkII August 26th, 2009 10:24 AM

Re: i can has revan model?
 
Quote:

Originally Posted by AshuraDX (Post 4986954)
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 :uhm:

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 (Post 4986975)
uhh uh.. most of hapslash models was weighted by infinity blade.. just wanted to point that out :rolleyes:

k got me there but my point still stands.

katanamaru August 26th, 2009 03:42 PM

Re: i can has revan model?
 
Quote:

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.

N-7 August 26th, 2009 04:52 PM

Re: i can has revan model?
 
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):
Code:

BG_SetAnimFinal (bg_panimate.c)
  |
  |- PM_SetAnimFinal (bg_panimate.c)
  |
  |- BG_SetAnim (bg_panimate.c)
            |
            |- PM_SetAnim (bg_panimate.c)
            |        |
            |        ...
            |
            |- G_SetAnim (g_utils.c)
            |        |
            |        ...
            |
            |- Vehicle_SetAnim (g_vehicles.c)
            |        |
            |        ...
            |
            ...


katanamaru August 26th, 2009 05:00 PM

Re: i can has revan model?
 
Wow that may be beyond my current abilities. I'll see if I can learn some of this and try to help.

N-7 August 26th, 2009 05:26 PM

Re: i can has revan model?
 
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).


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