Hi KE et al

Quote Originally Posted by KnightErrant



EDIT: These are the shields held up in-game.

NOTE This ain't right, everybody has become left-handed. Not that I mind, I'm
left-handed myself.
Ahh, you're a firm but cruel drill sergeant, making your men dislocate their shoulders just so they reverse their arms and pretend to be The Queens Own Left Handed Regiment - specialists in guarding the left flank!! . My guess is that you've misplaced the axes conversion x*-1 somewhere.

Quote Originally Posted by KnightErrant
Unresolved Problems:

(1) Does no_animdb=1 work? PM into Caliban hasn't been answered.
Can't unpack skeleton.dat into the /animations directory because OS constraints don't allow a file without an extension to have the same
name as a directory. (Repeating xziang1983 here, been down this road.)
Nope, been playing with this, no_animdb is not available in the retail version so we'll have to pack. With the skel name and folder conflicts, my thoughts are that the skeleton names are just handles so if we modify them by the additon of "_skl" and consistently use this across all the relevant files (modeldb,etc) it should take away this bugbear

Quote Originally Posted by KnightErrant
(2) Unpack in a higher directory? Maybe, haven't tried this.

(3) Unpack in a lower directory? Same answer, try later.
The retail game seems to just run off the idx/dat files, unless the file name and folder conflicts are causing the game to crash

Quote Originally Posted by KnightErrant
(4) Repacking the pack isn't that bad. Live with it.
Agreed, it's not too much of a price to pay

Quote Originally Posted by KnightErrant
(5) Maybe the TYPE files have an implied extension we just don't know
about. This would be nice but we need information.
If you have a look at the calls to the skeletons in modeldb just the normal name is used, if they were it would have to be hardcoded but it doesn't help us with name and folder conflicts.

Quote Originally Posted by KnightErrant
(6) What the heck is the global data? I just saved it in the materials comment
section but need to know what it really is. Also the mystery 8 floats at
the end, also written into the materials comment section.
Once I lash myself into a frenzy of documentation completion (hardest part for me) for the RTW CAS to M2TW converter, I'll go back and have another look at the animation files and tie down the loose ends.

Quote Originally Posted by KnightErrant
(7) Outside the bounds, but the TYPE files (using the language of
descr_skeleton.txt) have bone info in them, can these be modded
to change the sizes of units re Bwian's question in the mesh thread?
I'm pretty sure that we can modify skeletons adding, moving and rescaling bones as long as we remember tha the engine is looking for various flags for animation ie bone_Rhand, saddle, etc

Cheers

GrumpyOldMan