Hey there folks, I'm working on a new module and encountering a few snags on some of the finer details that I'd like to implement. One of my big roadblocks right now is getting my final encounter looking the way it should. It doesn't seem like it's possible to get an NPC to be both immobile and a caster (and if anyone knows how, by all means, let me know!), but I'd still be satisfied if I could keep my boss hovering in the air with one of the existing animations. This works well enough for his idle animation, but as soon as I give him some runspeed, he starts using his feet to get to where he's going.
Is there any method I could use to swap the walk/run animation for a specific creature with another animation already in the game? I'm assuming it involves building a new creature type and just calling one animation instead of the other, but I'm not really sure where to begin to make that happen.
Animation Swapping
Débuté par
AstralPhenomenon
, juil. 12 2011 01:56
#1
Posté 12 juillet 2011 - 01:56
#2
Posté 12 juillet 2011 - 04:17
You can replace an existing animation file (GR2) with another, provided both animations use the same creature skeleton. In your case, you could copy the idle animation of that particular creature several times, then rename each instance to replace its usual walk/run animations. The game only looks for an animation of a particular name, and thankfully GR2 files can simply be renamed (unlike MDB model files, which have to be cloned using specific software).
I did this in order to get my sahuagin models (which use the 'dog-leg' skeleton that lizard men also use) to fire a crossbow properly. There was no dog-leg crossbow animation, so I copied one of the spear-thrust animations for the dog-leg skeleton and renamed it using the standard naming conventions. Now instead of flinging bolts with their hands, they thrust the crossbow forward while firing (looking a bit like Angelina Jolie trying to curve a bullet).
I did this in order to get my sahuagin models (which use the 'dog-leg' skeleton that lizard men also use) to fire a crossbow properly. There was no dog-leg crossbow animation, so I copied one of the spear-thrust animations for the dog-leg skeleton and renamed it using the standard naming conventions. Now instead of flinging bolts with their hands, they thrust the crossbow forward while firing (looking a bit like Angelina Jolie trying to curve a bullet).
#3
Posté 12 juillet 2011 - 03:27
DannJ, have you figured out what governs which animation uses which name? For example, the *_D2H_* animations correspond to what, exactly? I've used the animation viewer in the TS to figure some of these out, but I wonder if there's something in the skeleton file or elsewhere that associates those connections.
#4
Posté 12 juillet 2011 - 04:20
Sounds like exactly what I needed, thanks DannJ!
Also managed to identify what was preventing my caster from functioning as an immobile, so combined with this I should be able to get all the visual aspects I want. =D
Also managed to identify what was preventing my caster from functioning as an immobile, so combined with this I should be able to get all the visual aspects I want. =D
#5
Posté 12 juillet 2011 - 10:53
According to the 'Weapon Stances' section in this PDF, the animation naming conventions are as follows:
1HS – One handed sword
1HSS – One handed sword and shield
C2H – Closed 2-Handed Blade
O2HT – Open 2 handed thrust (poles, staffs, spears)
O2HS – Open 2 handed slash (axes)
D2H – Dual 2 Handed
CBOW – Cross Bow
BOW – Short or Longbow
UNA – Unarmed
THRN – Sling or Dart
So for a model that uses the dog-leg skeleton (like lizard men or kobolds), "c_dogleg_una_1attack01.gr2" is an animation for attacking while unarmed. "c_dogleg_bow_walk.gr2" would be the walking animation while holding a bow.
The dog-leg animations don't have crossbow versions, so I copied the O2HT dog-leg animation and simply renamed it to CBOW for my sahuagin archers. Unfortunately you can only do this with other animations for the same skeleton. If you were to use the crossbow animations for humans then much wackiness would ensue (if they did anything at all).
1HS – One handed sword
1HSS – One handed sword and shield
C2H – Closed 2-Handed Blade
O2HT – Open 2 handed thrust (poles, staffs, spears)
O2HS – Open 2 handed slash (axes)
D2H – Dual 2 Handed
CBOW – Cross Bow
BOW – Short or Longbow
UNA – Unarmed
THRN – Sling or Dart
So for a model that uses the dog-leg skeleton (like lizard men or kobolds), "c_dogleg_una_1attack01.gr2" is an animation for attacking while unarmed. "c_dogleg_bow_walk.gr2" would be the walking animation while holding a bow.
The dog-leg animations don't have crossbow versions, so I copied the O2HT dog-leg animation and simply renamed it to CBOW for my sahuagin archers. Unfortunately you can only do this with other animations for the same skeleton. If you were to use the crossbow animations for humans then much wackiness would ensue (if they did anything at all).
Modifié par DannJ, 12 juillet 2011 - 11:06 .





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