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Animations cracked!


cchargin

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*** WARNING - Technical discussion ahead! - WARNING ***

 

So which controller type(s) (number codes) do we know how to interpret now?

 

Also, which Perl revision are you using to build MDLOps; 5.6.x, 5.8.4, 5.8.7, etc? I get a strange runtime error when I build it against the 5.6.x release; Perl tells me it doesn't like the '[' type in the GeoHeader template, as in Z[32]. (I am using the Perl Dev Kit 6.0 w/PerlApp to build the .exe).

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Hello all,

 

Does this mean new player model support?
Well... We still have a problem with skin mesh. I don't know how to compile the bone weights for the .mdx. So, a brand new skin mesh body is most likely a no (for now). But changing character animations should be possible since the animations are stored outside the body models. However, completely new droids will most likely be a possibility, as well as droid melee animations!

 

So which controller type(s) (number codes) do we know how to interpret now?
Still not that many, and pretty much only for meshes/animations.

 

Also, which Perl revision are you using to build MDLOps
I am currently using Activestate Perl 5.8.6 build 811 and Activestate Perl Dev Kit 6.0 with PerlApp 6.0.0 build 117102.

 

this means we can move models any way we want?
Well, within the limits of the game of course. I don't know if it is possible to add a completely new animation and have the game use it. We will have to see if it is possible for scripts and feats to access new animations. If we can't then we will be stuck with replacing original animations with new ones.

 

releases 3000 killer sheep on an unsuspecting planet
???????
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Sooo, in dumb guy terms this means we can move models any way we want?

If so...:cool:

 

hmmm, maybe I'd better go warn Bastila about all the new stuff she's going to be doing in E-Mail only mods XP

 

You can count me in for one of those :)

 

Even though I can't mod and have only a small idea what you guys are talking about...

:sbdance That is awsome news

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svosh: Well, you know how some people release white doves at weddings? It's like that, only the sheep go "baa" a lot more, are much heavier, can't fly and then on top of that have been altered to be completely psychotic :D

 

Can the sabre form animations be added back in now? Like the Juyo, Makashi, Ataru etc ones that are listed in combatanimations.2da?

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Darth InSidious What ? you lost me man , but I’ve been unwrapping my new body mesh for a few hours now so… I’m going a lOt buggy :p but that still doesn’t make sense, I think you meant to say Chuck ?

 

Chuck , does this means we still can’t add and or remove bones ? I had to leave the 2 apron bones on my new model , when I deleted them my compiled model looked like that first Bastila skin mesh test , but by leaving them even though they have nothing to weight the model compiles fine. New body mesh is not out of the question as long as it uses the original skeleton.

 

svösh

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I finally managed to get MDLOps 0.6.2 (the version used in Kotor Tool, not the 'official cchargin' version) to compile on my system again. System rebuilds are both good and evil at the same time, aren't they? :)

 

This version adds some preliminary support for lighting, which should allow room models to be imported correctly; that is, with all of their light controllers intact. I also forward-integrated JdNoa's cool discoveries into it as well, though I am sure Chuck will want to check it over before he makes it an 'official' release. :D

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