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  1. #1

    Default Re: Editing Animation folder

    Could you tell me if I need to repack ? ...and in which DATA folder (MTTW2 or AMERICA)

  2. #2

    Default Re: Editing Animation folder

    I got CTD upon CTD , I don't know in which DATA/Animation/ folder I have to put the new one MTW2_Winchester ;
    also what do I do with the pack.dat inside of each


    This is how I have put it in the skeleton.txt

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;

    [B]type ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;

    type MTW2_Winchester
    reference_points siege_engines/UnitModelsRefPoints/HR_Arquebus_Ref_Point.modelReferencePoints
    parent MTW2_HR_Crossbow
    no_deltas
    in_awareness 135.0
    in_zone 135.0
    in_centre 45.0

    ;;; HR_Arquebus attacks


    anim attack_missile_ready data/animations/MTW2_Winchester/HR_Arquebus_attack_missile_ready.cas
    anim attack_missile_hold data/animations/MTW2_Winchester/HR_Arquebus_attack_missile_hold.cas
    anim attack_missile_release data/animations/MTW2_Winchester/HR_Arquebus_attack_missile_release.cas -evt:/data/animations/MTW2_Winchester/HR_Arquebus_attack_missile_release.evt




    ;;; Weapon

    type MTW2_HR_Arquebus_Primary
    suppress_refpoints_warning
    in_awareness 135.0
    in_zone 135.0
    in_centre 45.0

    anim default data/animations/MTW2_Winchester/weapon/w_HR_Arquebus_default.cas
    anim stand_a_idle data/animations/MTW2_Winchester/weapon/w_HR_Arquebus_default.cas

    anim attack_missile_ready data/animations/MTW2_Winchester/weapon/w_HR_Arquebus_default.cas
    anim attack_missile_hold data/animations/MTW2_Winchester/weapon/w_HR_Arquebus_default.cas
    anim attack_missile_release data/animations/MTW2_Winchester/weapon/w_HR_Arquebus_default.cas



    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;


    I have removed the anim reloading line (this one concerne the old reloading sequence animation maybe it's here the mistake )....in the new folder and in the text file

    indicate 15 MTW2_Winchester in the modeldb instead of 16 MTW2_HR_Arquebus, I have put the New folder in each Animation folder beside the 2 pack.dat

    What else ?

    Time is on my side

  3. #3
    Member Member KnightErrant's Avatar
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    Default Re: Editing Animation folder

    Hi Tanauser,

    Sorry, was busy all day. I replied to your e-mail but didn't check this
    thread. I was assuming you were running unpacked but I should have
    checked. Do you have Caliban's unpacked animations directory as
    your vanilla \data\animations directory, or are the only items in there
    pack.dat, pack.idx, skeleton.dat, and skeleton.idx?

    The way I run unpacked is:
    I renamed my original \data\animations in the vanilla install to
    \data\animations_orig so I have a safe copy of those four files.
    I then put Caliban's directory as my vanilla \data\animations
    directory.

    Then I went to my mod folder, let's call it America to follow your notation.
    If you have those four files in \America\data\animations you need
    to save them somewhere else and remove them from that directory.
    Note that we haven't yet put anything new in the game. Now start
    your mod game and see if they get rebuilt. This process takes longer
    than the normal load, like 60 or more seconds, so don't worry. If the game
    loads everything is working as it should. All of this assumes you are
    using io_filefirst and all that.
    I can't remember if this makes a difference but my cfg file has this:

    Code:
    [util]
    no_animdb = true
    Caliban told us to do this but I think it didn't make a difference.

    Now to test your animation in a simple way, simply back up the original
    .cas file that you used for your modification. Then rename your
    modded file to that name and put it in the right folder under the vanilla
    \data\animations. (This assumes that the unit you are going to test
    in-game uses this animation in its animation family.)

    Now go to \America\data\animations and again move those four files
    that got recreated out of that folder to a safe place. If you now start
    your mod game it should rebuild using Caliban's unpacked .cas files only
    now including your modified animation.

    Later, when you want to create a whole new family of animations for your
    bluecoats is when you get into copying and renaming folders in
    \data\animations and editing descr_skeleton.txt and creating new family
    entries there. It isn't that bad, it just takes a fair amount of editing and
    there is always the possibility of making errors and getting CTDs that take
    a long while to track down. This is why I'm outlining the simpler approach
    above for testing a single animation in-game.

  4. #4

    Default Re: Editing Animation folder

    Hi
    thanks for your advice and patience It's working more or less



    so the animation reloading IS CHANGED ! but I don't know why those guys are standing on there horse while doing the Clutch

    So I have extracted the Whole Animation pack inside my /DATA/vanilla MTTW2 directory .......Rename My MTTW2_Winchester to HR_Arquebus (save HR_Arquebuse)

    inside the HR_Arquebuse folder i Have the file I have moddified under the name of the reloading one that is: HR_Arquebus_attack_missile_reload.cas = This one is actually the HR_Arquebus_attack_missile_release.cas that I have taken for base to mod and rename after

    I have to make tries , and tries to figure out what went wrong in the file
    But it's a first result, I 'm happy

    descr_skeleton not changed yet

  5. #5

    Default Re: Editing Animation folder

    I think the problem has something to do with the Extract animation of my m3sd file but I have no error report from the extraction:
    Because If I rename the original RELEASE file into RELOAD it works well; these are 2 original files ; (I just replace the "reloading" file by "release" which from far looks OK ) If I use the one I have modded the soldier get up on his saddle when reloading

  6. #6

    Default Re: Editing Animation folder

    I know what it was ; OK ! I 'm on it .........almost done
    (I had a 30/30 once)

  7. #7
    Member Member KnightErrant's Avatar
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    Location
    Huntsville, Alabama USA
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    Default Re: Editing Animation folder

    Excellent news! Never had a 30/30 but I
    had a pellet gun made to look like a Winchester, long ago.
    The good news is, all the other animation mods you make from now
    on will be so much easier.

    Cheers

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