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View Full Version : XIDX anim packer trouble: help please!



wlesmana
10-12-2005, 11:33
Guys I need a little help here.

I started using XIDX for installing custom animations. I'm following Prometheus' tutorial so this is what I did:

1.Extracted all animations and skeletons.
2.Copied fs_swordsman and renamed the copy into fs_troll
3.Run xidxshell.bat
4. typed chpath fs_troll copy all data/animations/ data/animations/fs_troll/
(note I didn't forget the space between "animations/ data")
5. typed chpath fs_troll all data/animations/ data/animations/fs_troll/
6. Check data/animations/fs_troll, all looks fine
7. typed fork echo chpath fs_troll list all data/animations/ | xidx --shell >> list_anim.txt
8. check list_anim.txt, all looks fine
9. added fs_troll in list.txt
10. run pack_animations.bat then run pack_skeletons.bat
(note I didn't scale the skeleton yet since this is a trial)
11. Run RTW, and get this error message:

Error: Filename doesn't exist: data/animations/fs_troll/LIS 01 Stand Idle.cas


So did I messed up a step? I thought I got it right since list_anim.txt showed the correct paths for the packer to get the animations from.

Help please :embarassed: :help:

wlesmana
10-12-2005, 16:38
Nevermind. I figured it out after hours of trial and error.
Prometheus forgot to mention the importance of anim_list.txt in his tutorial, if you added custom animations.

Ciaran
10-12-2005, 18:37
So, what precisely did you do to solve the problem? It might be worthwhile posting, since, honstly, I consider your description of what to do definitely easier to decipher than what Prometheus wrote.

wlesmana
10-13-2005, 06:22
I'll write a tutorial explaining what the XIDX actually does with regards to animation files since no one has made something like that as of yet. The thing is, there's no set one method of how to incorporate new skeletons and animations so you can make your own and optimize for efficiency.