Results 1 to 30 of 51

Thread: Making new animations .... how is it done!

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Making new animations .... how is it done!

    You don't have to be a Trivium member, just member of their forums. I've downloaded it, and it's nice!

  2. #2

    Default Re: Making new animations .... how is it done!

    OK...joined up and downloaded the latest XIDX.

    Gave the skeleton unpack a whirl, and got a list of 'files' with no extension, and a list. This does appear to be a list of all the animations ( certainly looks like it to me ) but I can't figure out what to do with them now I have them!

    Is there any way to actually edit the files that are extracted?
    Careless Orc Costs Lives!

  3. #3

    Default Re: Making new animations .... how is it done!

    Yea, hex edit them. That's how I released my latest animations pack mod. Just rename all of those paths to animations, to point to a different folder (but keep the total length the same, so you'll have to delete an equivalent number of characters from the actual file name of the animation).

  4. #4

    Default Re: Making new animations .... how is it done!

    Ah..OK.

    What can the tool actually do that the old animation editor couldn't ?

    I can see that you can copy and re-name a skeleton, but is it actually a NEW skeleton, or is it just a copy of the old skeleton with new animations possible once you hex-edit the file to re-point it to a folder full of animations?
    Careless Orc Costs Lives!

  5. #5

    Default Re: Making new animations .... how is it done!

    Basically, think of what we have now as an NON-BUGGY version of the old AnimPacker. And today Verci has released an even further improved version of the packer, removing from you the necessity to hex editing anything. But since he's in the groove lately, and since he is much happier with this program (better coding and easier to expand) than the old one, who knows how far he will take this. It's already beyond the old program in terms of having the same functionality but 1) making it unbuggy, and 2) making automatization optional, so you can get down and dirty into skeleton editing yourself, giving you a more hands-on access to the game's inner workings. So, just enjoy what we have now, and I think we're to see a lot more good things from Verci in time to come :)

  6. #6

    Default Re: Making new animations .... how is it done!

    Thats good to know! Verc may be a great programmer, but he is a lousy readme writer ;)

    I see what we have, and will get to grips with using it. I never really liked the old anim packer, since you quickly ended up with messy 'test' work .... and that was on top of the bugs!
    Careless Orc Costs Lives!

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO