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