Log in

View Full Version : How to make a new skeleton



Bwian
01-07-2005, 20:02
NOT the skeleton model....those I can make with no help ;)

No..I am referring to the animation type.

It is quite straightforward on the surface of it. The descr_skeleton file holds all the details of which skeleton uses what animation CAS files for all it's movements. Simple enough.

Only, when I made a simpe copy of an existing skeleton ... fs_spearman and renamed it fs_spearman2 it just didn't recognise it. I had re-named the skeelton in the descr_model_battle file, so it should have looked for fs_spearman2 not fs_spearman. Nope

debug says it cannot find my fs_spearman2 skeleton definition.

It looks as though the game is completely ignoring this file and getting it's skeleton information from elsewhere. Which means NO SCALING UP OF MODELS TO MAKE LARGER FIGURES.

Is this true....or have I done something wrong ?

Bwian
01-08-2005, 09:06
Additional:

I have got hold of Vercingetorix's tool for extracting files from the animation archives and successfully created a new animation file....which was a copy of an existing one.

This is about asfar as I seem to be able to take it. The tool allows you to pick what animations you put together for the skeleton, but does not allow for any variation of scaling.

Also...I tried changing the animations in Max, but failed to produce a result that didn't lock the game up solid when I started it :(

Is it possible to scale up the skeleton in Max....or will this simply achieve nothing. According to Jerome Grasdyke's response in an old post, scaling factor in descr_model_battle and the descr_skeleton had to be the same...but I assume this was changed when the animations were compressed into an archive. There must be something in those compressed files that duplicates the text file and over-writes it's effects. Sadly... there isn't a tool that can change it yet :(