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  1. #1
    Member Member KnightErrant's Avatar
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    Jan 2007
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    Huntsville, Alabama USA
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    458

    Default Re: Animations

    I just don't know how to use Milkshape. The verts didn't
    move with the joints when I edited the keyframes. Anyway,
    just an experiment for repacking and putting modded cas's
    back in game.

    Got a reply from Caliban. He showed me a .jpg of his /animations
    directory. Could not see from that if the type files were unpacked
    there or not but the .evt files are definately there so they need to
    be found and unpacked.

    I asked for two experiments: try searching for navy_strat*.* and
    fs_camel*.*. If these don't turn up any files then skeletons.dat
    isn't meant to be unpacked and the question should be settled.

    I've been looking at the data at the top of the type files
    before it gets to the animation families and the standard skeleton rig is
    in there. These could probably be modded to make custom
    animations for re-rigged figures, i.e. like dwarves etc., if the engine
    will accept more entries in skeletons.dat and skeletons.idx.

  2. #2

    Default Re: Animations

    Search in the skeleton.dat? Not sure if I follow you right here but if your looking for animations in there with this as part of the filename you wont find them, however the animations in the descr_skeletons file under the fs_camel and strat_navy all reference cas's are in the dat. Sorry if I'm not with you here, having trouble following this

    About the evt files, looking at one of the ones that's not packed theres reference to anim_cannon_creak or similar, events.dat has the same text followed by paths for relevant sounds. Looking around a bit in there theres stuff like anim_archer_aim which in turn corresponds to text in the skeleton.dat at the archers animations. Possible they're packed in here?
    Last edited by Casuir; 04-26-2007 at 23:07.

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