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[WIP] 2H Control - Combat control mod for DA:O - a newbie's progression - animation


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#1
Guest_werwulf222_*

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Hi.  I very much enjoy playing Dragon Age: Origins as a 2h warrior, but yearned for more control during combat.

I had hoped that someone would create such a mod for me, but I have been waiting for awhile and no such luck, so I will try to create one myself.

2h Control is more or less a proof of concept mod.  If I can make the mod work as well as I hope, I intend to expand it into a full combat control mod for the 2h warrior types in the community to play with.  

First, I am a fledgling modder (3 days so far), so I wanted to start with something that I hoped was relatively simple to implement, just to see if I could do it.

The concept is very simple.  I created a skill and some talents for my warrior.  The idea is that when a player uses one of the talents that the proper corresponding animation(s) will be called and execute during the combat phase of the game.

After 3 days I have the beginnings of a mod that works after a fashion, but as usual it is the implementation that is going to take the time and effort to get working correctly.  .  

I have to say that the learning curve for the toolset is pretty steep, but I think that with enough time and research that most of the problems I'm having right now will solve themselves.  Unfortunately, for me there doesn't seem to be any other way to go about it.  In order to create a good mod, I'm going to need to understand as much as I can about the systems I'm using, and that's obviously going to take some time.

I do have one question that I have not been able to find an answer for in my searches of the forums and the wiki, and it is this:

Is is possible to import custom created or modified animations into the game and have them play in my mod during the combat phase of the game?  

By this I mean files with my own filenames rather than simply renaming a file to one of the preset ingame filenames and doing it that way.  That's a fudge that I suppose might be able to be made to work, but if I can avoid doing it that way I would prefer to.  I don't want to fiddle with the database because I'm very weak on knowledge about Microsoft database products.  

Understand, I'm not asking how to do that at this point, only if it's possible to install custom animations with the available tools.  

On one thread a Bioware guy

(BryanDerksen -  http://social.bioware.com/forum/1/topic/71/index/2552708#2554064)

mentioned that there are functions to call animations, be he neglected to say whether or not the functions worked only with content that's already ingame or whether they would work with newly created/modified custom content as well.

I understand the override concept, I just don't know if animations can be over ridden or completely new ones installed.  No doubt this is due in part to my inexperience, but that's understandable, I've only been researching this for the past 3 days or so.  

Most of the animation threads I've seen are 8 months old or so, which leads me to believe that I've chosen a mod that is much more difficult to do than I originally intended, or that it's not possible at all with the current toolset.  

I suppose the answer doesn't really matter all that much as I'm sure there will be some sort of workarounds available at some point, but it would be nice to know that I'm not dreaming about something that's impossible to do.

In any event, I have to get back to my research.  I posted this to make a record for my own reference about my mod, and if I find anything that I think might be of interest to the community I might post it here, but in general this thread is mostly an off system reference in case I screw up and have to reinstall my OS.



 

Modifié par werwulf222, 23 juillet 2010 - 11:43 .


#2
Guest_werwulf222_*

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Current Areas of Exploration in no particular order

- toolset - animation - definitions - procedures - database - MSQL server - xml file - gda file - xls file - m2da file - ani file - acb file - gad file - god file - erf file - rim file - nss file -ncs file - gmax - Eshme exporter - help window - palette window - event window - object window - animation worksheet - blended animations - scripts - game engine - game I/O - events - functions - syntax - program flow - gotcha's - toolset issues - bugs - database resource - database object - database procedures - database definitions - key frame - animation definitions - modding tools - animation overview - bones - mesh - dds file - ico file - icons - toolset procedures - shortcuts - script tracing - script debugging procedures - gff file - rim file 

Current areas of focus - database overview, toolset procedures, animation overview, definitions & syntax, basic How to, Why to, When to and gotcha's.


Specific files:

ANIM_base.xls
ANIM_combat.xls
ABI_base.xls
PRCSCR.xls

helped from/by:  And04 sustained ability example, Eshme tool docs, Beerfish xls animation list, wiki, forums

Modifié par werwulf222, 19 juillet 2010 - 06:16 .


#3
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Database is actually pretty straightforward once you get the terms and syntax correct. Just spent a couple of hours reading the wiki and making notes and slowly it's becoming clearer.

Next step is to explore rim files, erf files, gff files and see which ones I will need.

anims.erf seems to be the file that contains the game's animations, rims seem to have something to do with something else.

Palette has options to create a new .erf resource so it should be possible to load custom anis after all even with custom filenames and append them to the game's normal ani files.  Using this scheme the PRCSCR might not need to be used at all, more research is indicated.

So now the basic overview seems to be:

create or modify ani resources, blend as necessary, tweak as necessary to make sure they look good 
load custom ani resources making sure they append to normal ani resources, and be careful not to screw up existing ani resources
write the necessary scripts to ensure custom ani resources are called appropriately during combat phase, ensuring that this doesn't break anything in normal combat
debug, debug, debug and continue until they work perfectly
upload ver 1 to project page and check for incompatibilities and bugs in other systems
debug some more
extend combat capabilities to the full mod

Well, that's it for me tonight.  I spent hours reading the wiki CAREFULLY and also taking notes, and it's starting to make a little sense.  I still don't know if my ideas will work or not, but now at least I have a direction in which to proceed.

I've programmed enough to know that nothing ever works completely as expected the first time through, but the scheme should work unless Bioware has put some kind of a lock into the system that won't let custom anis play during the combat phase.

Even if they haven't, I'm sure there's still a hundred things I have to know that I don't know about right now, but the process itself makes sense, and that's a beginning.

Modifié par werwulf222, 23 juillet 2010 - 11:37 .


#4
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Well, things are coming along slowly. I got my test animation into anims.erf, got anims.erf into an override folder, now it's time to learn about scripts and see if I can learn to invoke my custom ani ingame.  At this point I'll be satisfied if I can just get it to show, I'll worry about making it proper later.

I've already programmed in C to an intermediate level back in the good old MSdos days so hopefully there won't be too many surprises.  I understand the concept of the event model, but have never used one before so it will be pretty interesting learning how that works.

My basic plan at this point is to research scripting in general to get an overview, then I'll probably lift an already working script and modify it to suit my needs to see if I can get things to work that way.  If that works the concept is proven and it's just a matter of doing the detail work to get the mod working correctly.  If that doesn't work I'll have to continue to research to find out why not, and where my errors are.

There's no doubt that I'll have to continue to research anyway, even if the concept is proven, but if it is that will be a big relief for me because then I'll know I haven't been travelling up a blind alley.

Modifié par werwulf222, 23 juillet 2010 - 11:52 .


#5
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And done.

#6
Hel

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Did you reach a conclusion, or were maybe able to create a functional proof of concept?

Sorry, for the lack of any input or replies, I've just noticed this topic myself! :)

Modifié par Helekanalaith, 31 juillet 2010 - 05:44 .


#7
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My system picked up a virus from somewhere, so work was suspended on the mod while I was researching security and networking while rebuilding my system.

No idea if the proof of concept will work or not yet, but it seems logical that if the devs will let you append to anims.erf, let you override the core anims.erf with your own file, and have made functions available that call animations via scripting, it's more or less a done deal.

After the obligatory hassles learning all the gotchas, correct syntax, correct program flow, etc. etc. etc.

On the bright side, I found some neat icons to use in the book and my system is as secure as I can make it at my current level of understanding. I suppose the time wasn't really wasted after all, even though I'll have to rebuild the mod from scratch, reinstall all the modding programs I had, and still have to start research on scripting.

One thing at a time, and everything in its own time I guess.

Modifié par werwulf222, 07 août 2010 - 03:58 .