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SW:JK3 Modding, Mapping and Editing
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Old August 23rd, 2009   #1
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Default Animation mods

I can't for the life of me figure out how to get animation mods to work, regardless of Base, Pure 0/1, what mod im using, etc.

I'm using a walking animation switch and Sinchiss's meelee mod.



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Old August 23rd, 2009   #2
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Default Re: Animation mods

when you install ja+ it tells you to put "japlus_gla_anims.pk3" in your base folder, so if that is overwriting your new animation mod then it wont matter if you are on pure, base, japlus, etc... the japlus one will still show up.
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Old August 23rd, 2009   #3
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Default Re: Animation mods

I don't have the japlus animations, I lost them a while ago and am too lazy to go fetch.

Even if I +sv_pure 0 /devmap one of my maps, it won't work. I opened one of the .pk3's and it has animations.cfg and same for all the rest, so I tried making sure I had only one animation pack installed. (Though one download I got came with 3 .pk3's and explicitly said that all three can be used at the same time, and also I've had Vincent Valentine jump animations working a long time ago in a JA+ server AND a clanmod server :S)



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Old August 24th, 2009   #4
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Default Re: Animation mods

Hmm, some mods come with subtle animation changes that aren't mentioned in the readme. Try adding z's to the front of the PK3 file name so they are alphabeticly last in you base folder. That should counteract any other mods.

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Old August 24th, 2009   #5
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Default Re: Animation mods

If you have more than one in base it won't work.
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Old August 24th, 2009   #6
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Default Re: Animation mods

does that mean then that I can't use animations while having mb2_baseassets inside my base folder?



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Old August 24th, 2009   #7
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Default Re: Animation mods

Sounds like it. You would have to open up the assets in question and see if it had:
models/players/_humanoid/_humanoid.gla
If it does that means that there is already some custom animations. That means you can't run any other animation mods.
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