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Animations.... Help Please.


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#1
Jenna WSI

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I'm trying to install a number of animations into our CEP/PRC module. Starting with the Alternative Combat Animations (and beta version) I got this to 'work' but it's weird... in the ac hak the phenotype 2da has a different set of line numbers for the required phenos, different than PRC's which already contains the lines in the phenotype 2da. And in PRC's, they put the large models pheno in that spot where it calls for combat animations... so that is what you get in game. To be fat, instead of posing like a ninja. I don't know where I'd change that because the fat phenos can't move lines or it will mess other things up. I need to have the numbers in the combat scripts point to the right pheno lines. If anyone knows where this is, it would help.

.... to make a long question short - where are the prc radial menu scripts located?

Also, the newer styles (beta) don't show up in the PRC radial menu for selecting. How would I add them?

Modifié par Jenna WSI, 18 février 2012 - 05:19 .


#2
Jenna WSI

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Here is how they appear in the general PRC 2da

2DA V2.0

Label Name DefaultPhenoType
0 Normal 2223 0
1 Skinny **** 0
2 Large 2225 0
3 Normal_M 111015 0
4 **** **** 0
5 Large_M 111016 2
6 N_Joust_M 111017 0
7 **** **** 0
8 L_Joust_M 111018 2
9 **** **** 0
10 **** **** 0
11 **** **** 0
12 **** **** 0
13 **** **** 0
14 **** **** 0
15 Kensai 16797617 0
16 Assassin 16797618 0
17 Heavy 16797619 0
18 Fencing 16797620 0
19 Arcane 16797622 0
20 Demonblade 16797623 0
21 Warrior 16797624 0
22 **** **** 0
23 **** **** 0
24 **** **** 0
25 **** **** 0
26 **** **** 0
27 **** **** 0
28 **** **** 0
29 **** **** 0
30 MA_TigerFang 16797625 0
31 MA_SunFist 16797626 0
32 MA_DragonPalm 16797627 0
33 MA_BearClaw 16797628 0
34 **** **** 0
35 **** **** 0
36 **** **** 0
37 **** **** 0
38 **** **** 0
39 **** **** 0
40 Social 4750 0

Vs the original 2da in the download....

2DA V2.0                                                                                                                                                                                                           
                                                                                                                                                                                                                     
      Label       Name  
                                                                                                                                                                                                                     
0     Normal      2223      
1     Skinny      ****
2     Large       2225
3     NULL        ****
4     NULL2       ****
5     Kensai      16777217
6     Assassin    16777218
7     Heavy       16777219
8     Fencing     16777220

Modifié par Jenna WSI, 18 février 2012 - 05:00 .


#3
Jenna WSI

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As for other animations (like mad rabbits http://nwvault.ign.c....Detail&id=3036) Calvin says I have to edit the bioware supermodels. Not sure how that is done, but if anyone already has this file set to work with CEP that would be helpful.

#4
henesua

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Jenna... these animations are simply alternate phenotypes. Since you are messing with phenotypes, you will also need to make changes to robes and cloaks.

To add the ability to switch phenotypes in the radial menu, you would need to create a feat that shows up in the class menu. If the PRC has already done this, you should take a look at its feats. feats.2da would be the first place I would look.

#5
Jenna WSI

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Thanks, I'll take a look there.

What changes would I be making for robes and cloaks? I am entirely new to the idea of working with phenotype haks.

#6
Alex Warren

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You'll have to find more recent version of ACP - those extra lines you see in phenotype.2da were added in 1.69 patch (so this has nothing to do with PRC). I know there are at least 2 versions of ACP that are 100% compatible with that file (one with support of CEP robes) - i'll try to google them ;)

I'm not sure which radial menu scripts you're trying to find. There is a switch that will add ACP feat for every base class. You could also use bioware crafting menu to change phenotypes.


Edit: Here's ACP 4.0: 
http://nwvault.ign.c....Detail&id=5895
I read about CEP compatible version on old CEP forums, which is currently down, and I can't find it ont the vault.

Edit2: Found it!
http://nwvault.ign.c....Detail&id=7914

Modifié par Alex Warren, 18 février 2012 - 07:22 .


#7
Jenna WSI

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Thanks, we did just add the option to change to a combat stance into a menu and no longer need the radial. If you can find the right file that would be great.

Edit: Calvin says we may have grabbed the wrong hak file that only gives the phenos to large pcs or somesuch. Guess that could be a problem, heh.

Modifié par Jenna WSI, 18 février 2012 - 07:19 .


#8
henesua

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AFAIK - these animations can not be added to large phenos. Is there a HAK that gives ACP animations to large phenotypes?

#9
Jenna WSI

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Not sure, Calvin sorted it out for me. I'd still like to know if there's a process that would let me fix the robes issue myself?

#10
Alex Warren

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henesua wrote...

AFAIK - these animations can not be added to large phenos. Is there a HAK that gives ACP animations to large phenotypes?

Check out the second link in my previous post ;)

#11
Jenna WSI

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Okay.... we added intimate animations and alternative combat animations. Calvin said you can't have more than 20 total (without doing something complex to phenotypes)... but I would really like to use romantic animations as well. If anyone is good at this sort of thing and willing to help, could we talk on skype? Thanks!

#12
Calvinthesneak

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I suppose I should clear this up some. What I said is there is support for 20 custom animations. Vaei used 10 slots, and if you add ninjaweaselman's romantic set it eats up another 10. That is on the default phenotype 0. If you switch phenotypes, you have another 20 custom animation slots.

Now robes are parented to supermodels, however they are somewhat unique in they replace entire ranges of body parts, and thus quite often have their own unique animations/supermodels. However when you switch phenotypes to pick an ACP fighting style, the robes no longer have mapping to valid phenotypes. What you usually do is create a copy of the robe for the new phenotype, and parent the animations back to the default animation set. This is not ideal because you wind up with some custom robes that just don't follow the flow properly.

The perfect fix would be for someone to create supermodels for those robe animations for each fighting style, but that is rather unlikely to happen. The best work around is to create copies of each robe for each phenotype and map it to a default animation (rather than a fancy one), but then you will wind up with robe parts that do not match the animation sequence correctly. It's still better than no animation support at all, but it is still buggy.

As alex pointed out, there are haks out there that provide robe support for ACP, including animations for large people and robes for them. If you are not using a standard CEP clothing lineup though, it's going to do very little for you. As a note I did create custom robe support for ACP 4 and CEP 2.4 robes a while back.

#13
Jenna WSI

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Then we just need to set it to use a new phenotype after we test the current....

#14
Calvinthesneak

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Yes, but what mechanisms to you provide for players to use the new phenotypes. ACP is using crafting conversation. Horse riding uses a mount event. Do you want to perform a select animation and then go back to default phenotype? It's developing the system around it that's the real work....

#15
henesua

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Alex Warren wrote...

henesua wrote...
AFAIK - these animations can not be added to large phenos. Is there a HAK that gives ACP animations to large phenotypes?

Check out the second link in my previous post ;)


Holy crap! I wonder if the folks at Q know about this or if this is a package that they won't be incorporating. Gotta ask.

#16
Calvinthesneak

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There's a fair bit of extra stuff and I don't know how well the phenotype.2da included respects other projects such as Q and CEP. That'll really be the big issue, compatibility with other existing animations out there

#17
Pstemarie

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Large pheno ACP - interesting...

#18
Calvinthesneak

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I've never used it, I knew it existed. How's progress coming on those updated animations for demonblade and Vaei's stuff anyhow Pstermarie?

#19
Pstemarie

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Vaei's and demonblade has been done for awhile. After next week I have a weeks vacation and will finish up the flying phenotype. Then I think its just merging blueprints and putting an ERF together.