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Creating a new mode + animations


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#1
psiiijay

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Hey - I wanna create a new mode (as in combat casting, stealth, combat expert..) that has new animations for idle, moving and casting.

 

I've created new walking, Idle and casting animations for a "levitate" mode (via a spell or ability) but I have no idea where the files (2da I guess) for creating and setting the new mode are.

 

I also made new nice animations for idle and fighing in "combat expertise" mode that are much more defensive and don't know how to apply them to the mode.

 

Really need help here with this..


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#2
4760

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If new means "in addition to existing stuff", then you need to add a line in appearances.2da. See below the example for the NWN dragons I ported to NWN2 (I know, they haven't been released yet: there are some attacks and dodge animations I need to finish):

2094	Dragons,NWN	****	1	0	1	1	1	1	c_nwndragon	c_nwndragon	c_nwndragon_head	****	c_nwndragon_skel	c_nwndragon_skel	1	****	0	0	Dragon_NWN	c_Dragon	****	3	FWT	1	1	1	1	1	FAST	3.33	3.33	2.5	2.7	1	2.5	6.5	H	1	11	1	1	po_DrgGreen	5	10	2	22	0	60	30	Dragon_head	3	1	0	10	****

Dragons,NWN is the name that will show in the dropdown list when you select the creature appearance,

c_nwndragon is the short name of the model (the engine will look for c_nwndragon_CL_body01)

c_nwndragon_head is the name of the head model (head, tails and wings can be changed, or even not used, for this series of dragons)

c_nwndragon_skel is the name of the skeleton used by c_nwndragon_cl_body01: with a new skeleton, there's no overriding the existing animations, so I could create a full set of different animations for these dragons.

 

On the other hand, if you're still using P_HH?_skel, the only way I found to add new animations without overriding existing ones is to create customs animations (the problem being that you'll have to write a lot of AI scripts to force the engine to use the new combat animation. Besides, I'm not even sure this would be possible for walking and running).

 

The way I understand your question, you're probably in the first case. If you used P_HH?_skel, just rename it P_PA?_skel (for Psiiijay Animations  ;) ) and resave your animations with the correct naming conventions (P_PA?_1hs_1attack01 for the first variant of the sword or similar weapons without shield for P_PA?_skel, P_PA?_D2h_walk for the walk animation when carrying one weapon in each hand, etc...)

Don't forget though that all the standard armour models (including gloves, helmets, cloaks, boots, etc...) need to also have a P_PA?_skel variant if you want your new mode to use the stock equipment...



#3
psiiijay

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Yeah - thets my problem - if I actually change the model name to P_PA I'll have to rename ALL the clothing in the game to fit it..

So I can't add animations to combat experties? How does stealth work then? 

 

Btw - If I recall you made new weapon animations for a staff that were actually just for a staff but not for other polearms- how did you do that without changing the appearance?



#4
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How does stealth work then?

You have to switch to the stealth mode, which tells the engine to use the P_HH?_1hs_sneak animation instead of the standard _walk and _run animations (obviously, this is true for other skeletons and other combat stances).


Btw - If I recall you made new weapon animations for a staff that were actually just for a staff but not for other polearms- how did you do that without changing the appearance?

First, staves use the _O2hT_ stance, whereas halberds are based on _O2hs_ if I remember correctly. Secondly, I created a P_WS?_skel (for Walking with Staff) that was swapped with the usual P_HH?_skel through the OnEquip event (standard staves being too short, a few longer ones were created, so that didn't involve too much scripting work). The annoying part was to add a Heartbeat script to check if custom walking was still relevant or not (stealth, combat, etc...), in which case the skeleton was swapped back.

#5
Dann-J

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Combat mode behaviour appears to be hardcoded, so probably can't be modified. Unless you can get hold of the source code for the game, which is highly unlikely.



#6
psiiijay

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What about the new whip weapon? 

This seems like a complete new type of weapon that has its own animations that don't override any old ones..

 

I tried to convert the whip to a staff model just to check if I could potentialy create a new weapon type and simply convert the weapon to change the animation set but the game crushed for some reason... Any ideas?



#7
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What about the new whip weapon? 
This seems like a complete new type of weapon that has its own animations that don't override any old ones.

Yes, it's a new type of weapon, with its own animations, but they're only animations for the weapon, they don't add new character animations. Regarding why your test crashed the game, did you follow the tutorial I wrote?

#8
psiiijay

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Oh - so the new animations are for the weapon NOT the pc..

Now I see.. I guess this is why it crushed..

 

Can you add new animations to the pc this way also?

If not -do you happen to have a script that would allow to swich between old and new walking and idle animations for pc's somehow that I could use (that keeps HHM skel or a way to convert all clothing to a new skel type)?