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  1. #1

    Default Need help with descr_skeletons.txt

    I've decided to create realistic hoplite animations, and just released a Beta at TWC (will post here when v1.0 is done).

    Now the only way I've been able to get this far is by taking advantage of Verc's awesome AnimEditor program, which allows me to modify animations stored in the skeletons.idx, and even create my own new skeletons (i.e. fs_hoplite, as you'll see in the thread mentioned above).

    Now my question is: what is the purpose of descr_skeleton.txt? Verc, the undispited non-CA master of this aspect of RTW, says the file does nothing. However, strangely enough, the game demands that the file be there, or the game will not start.

    So, can someone from CA (Jerome, ) shed some light on this file. It seems like CA originally intended to go foward with this part of the game completely externalized into a text file (as with unit skins, etc). So, it'd be nice if the meaning behind this file was clarified, or even if it was explained how to make the game take advantage of descr_skeleton.txt. Because if we could do that, it would be a miracle.

    Ever wondered why some units strike their enemy, and then the enemy reacts with a parry like 10 seconds later? We could fix that if we could use descre_skeletons.txt! You see, in that file you can specify which frame of your animation does the intended action (i.e. attack), so that the computer will know that in my 30-frame animation frame 12 is when the sword is thrust at the enemy, and will run the 'parry' animation in that soldier immediately, making him instantly react to my attack and not wait for my animation to finish. The possibilities, i.e. realistic strike/block battles, are endless.
    Last edited by SigniferOne; 03-03-2005 at 21:55.

  2. #2

    Default Re: Need help with descr_skeleton.txt

    Another question for Jerome (who hopefully will see this):

    A poster at TWCenter tried to do a hotfix for the legionary stabbing animations by substituting their skeleton to fs_spearman, which makes them hold their gladius at waist level and thrust it forward. However, he added, this animation causes them to attack the enemy at a far longer distance than the gladius can reach.

    Me, on the other hand, when creating the new fs_hoplite animations, I used fs_javelinman as my base, who naturally have a short range for attack, and always fight with their enemy at very close range.

    Is there a difference between various vanilla skeletons, that determines at what range they become effective? i.e. is there really a difference between fs_spearman and fs_javelinman, that seems to make the former have a longer attack range than the latter? Or is that just an incidental aspect of how the animations work (i.e. the guy doesn't stretch his hand far enough in the animation, but the game assumes he did for the battle calculations)?

  3. #3

    Default Re: Need help with descr_skeleton.txt

    OK ... I have done a fair bit of messing around with the descr.skeletons text file, and I can conlcude on thing:

    IT DOES NOTHING

    To test this theory...first delete the text file, and spot the absolute lack of difference this makes ;)

    As far as the animation determining the distance of engagement...hmmm..

    I don't honestly see how the two could be linked. I think it is more likely to be the class/category definition in export_descr_unit that determines the rough unit type, and hence it's particular range of engagement. All the animation files do is to determine how the model mesh animates in a set of circumstances. The skeletons.dat file holds all the animations and links certain actions to a certain animation CAS file. If you define a new animation, you will change the visual element of an attck/charge, stand idle etc. but that is all.
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  4. #4
    CA CA JeromeGrasdyke's Avatar
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    Default Re: Need help with descr_skeleton.txt

    If you delete skeletons.dat and .idx, the game will parse descr_skeletons.txt instead. This then allows you to create new skeletons by adding them to this file - you can assign animations to actions, set hit ranges and so on here as well.
    "All our words are but crumbs that fall down from the feast of the mind."
    -- from 'The Prophet' by Kahlil Gibran

  5. #5

    Default Re: Need help with descr_skeleton.txt

    Oh my god... Jerome you are the greatest!! ... oh man........


    Then since we won't have the animations stored within skeletons.dat/.idx, we will just keep them in their respective directory structures, out in the open, right?

    Also, where are all the *.evt files stored? in pack.dat/.idx? If you have a little extra time, can you explain what those two data files do?

    ---

    Edit: Also, I might as well put all my questions into one basket and hope!! What does this do in descr_skeletons.txt:

    type fs_swordsman
    force_hit_positions_to_cylinder
    anim stand data/animations/fs_gladius/LIS 01 Stand Idle.cas -evt:data/animations/LIS 01 Stand Idle.evt
    Last edited by SigniferOne; 03-03-2005 at 20:16.

  6. #6
    VOXIFEX MAXIMVS Member Shigawire's Avatar
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    Default Re: Need help with descr_skeleton.txt

    Jerome, you bring the rest of CA to shame, while simultaneously representing them very well!


    "To know a thing well, know its limits. Only when pushed beyond its tolerances will its true nature be seen." -The Amtal Rule, DUNE

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