Vruki Salet Posted August 25, 2006 Posted August 25, 2006 I was going through Keshire's blocks, which I had sorted out, trying to decide what kind of naming scheme to use on them. I decided to do some forum searches and googling to see if he mentioned how he meant them to be organized anywhere. And guess what I found! A gla and animation.cfg all prepared, and from an old version of OJP no less. I don't know if this isn't the same set of Keshire's block animations people have been referring to but they are the same ones I have. So, for whoever wants them, here they are: http://www.taddia.com/vruki/ojp_Keshire_block_animations.pk3 This has ledge grabbing animations but of course none of the new stuff like Maxstate's stuff. Nothing later that early June 2004 judging from the file modification date. Edit: sorry these are just the single blocks atm Edit2: These are not the blocks you're looking for.
razorace Posted August 25, 2006 Posted August 25, 2006 Actually, they're the correct animations, just not in the format that I need to be able to use them. Sorry guys.
keshire Posted August 25, 2006 Posted August 25, 2006 Easly recreated using Dragon and blending. Both_S (Start) -> Block Block -> Both_R (Return) Then also do Block -> Block (Which can also be played in reverse for the opposite direction)
Vruki Salet Posted August 25, 2006 Author Posted August 25, 2006 OK the single blocks are all done. They have their own mini animation.cfg file for their own gla. That includes the transitions even though you said they weren't necessary, Razor, because it wasn't too much to put them in and who knows they might be nice to have someday. The duals are maybe half done. The frame numbers are sorted out, but I'm not 100% sure how to name them beyond "BOTH_P6_" and where to insert "made up" extras that are existing animations played backwards. I'm comparing them to the singles and of course they match but how far they match I'm not yet sure. If anyone (Keshire? Razor?) knows a pattern for this let me know.
razorace Posted August 25, 2006 Posted August 25, 2006 well, I'd probably do them as BOTH_P6_(block position)_S1 (<- meaning the default start position for saber type). I'm trying to be as consistant with the Raven naming convention as possible.
Maxstate Posted August 30, 2006 Posted August 30, 2006 Are you guys betting on my behavior now? the comment was aimed at Vruki!
Vruki Salet Posted September 1, 2006 Author Posted September 1, 2006 I finally had some time to work on this and now the duals are ready along with the singles. I think they're done in a fashion that suits Razor's needs. I'm not going to send any files til the staff ones are done. Please be patient, I'll get to it as soon as I can.
UDM Posted September 1, 2006 Posted September 1, 2006 Good work! That's all I can say. I've also finished almost everything else in the HUD, including the ammo and mishap tics (ie. everything fits like a hand in a glove). What's left is just the armor tics We're all making very fast progress now
Vruki Salet Posted September 1, 2006 Author Posted September 1, 2006 I've finally had a look at the staff blocks, and I don't think there's any reason to put them in. There's no comparison between them and the single and dual blocks. The staff ones are only 8 anims that go out from ready stances to the 8 Q positions, and back to ready again. Or 8 starts and 8 returns, however you want to slice it. Unfortunately I can't always make out which position's they're supposed to be, like sorting out the QL, QBL, QB. There isn't much difference between some of them. So I'm skipping this one for now. Maybe someday someone can make some blocks for staff that are like the Keshire's single and dual blocks, but there aren't them.
Vruki Salet Posted September 1, 2006 Author Posted September 1, 2006 Here're the single and dual blocks: http://www.taddia.com/vruki/keshire_single_dual_blocks.zip or http://72.227.122.179/vruki/keshire_single_dual_blocks.zip
JRHockney* Posted September 2, 2006 Posted September 2, 2006 Here're the single and dual blocks: http://www.taddia.com/vruki/keshire_single_dual_blocks.zip or http://72.227.122.179/vruki/keshire_single_dual_blocks.zip WOO HOO!!!
UDM Posted September 2, 2006 Posted September 2, 2006 Thanks Vruk. I don't know nuts about animation files though, so will have to wait for raze to officially implement it
Vruki Salet Posted September 2, 2006 Author Posted September 2, 2006 That's OK UDM, the files are mostly for him though anyone can grab them.
razorace Posted September 3, 2006 Posted September 3, 2006 Say, am I the only one that noticed that Vruki's .gla files are much, much bigger than the original keshire ones? It looks like there's an issue with the file compression and dragon or something.
razorace Posted September 5, 2006 Posted September 5, 2006 I have bad news...the dual saber blocks aren't useable. The model root is off, so the player models skip up into the air whenever they try to block anything with the new saber blocks. CRAP! I'll give Keshire a ring. Maybe he can help out now that MB2 18 is out.
Vruki Salet Posted September 5, 2006 Author Posted September 5, 2006 This could be a dragon problem and likely is. It ought to be able to be fixed there too. How often does it happen?
razorace Posted September 5, 2006 Posted September 5, 2006 Just from looking at them in Modview, I think all the dual blocks are screwed up. And I'm using the original .glas, not the ones that you ran thru Dragon. I used the originals because the dragon run ones were much, much larger in file size.
Vruki Salet Posted September 5, 2006 Author Posted September 5, 2006 There are 2 or 3 unfinished ABR dual blocks in the original gla that will screw them up if you use the same animation.cfg frames scheme as the singles.
UDM Posted September 5, 2006 Posted September 5, 2006 I have bad news...the dual saber blocks aren't useable. The model root is off, so the player models skip up into the air whenever they try to block anything with the new saber blocks. CRAP! I'll give Keshire a ring. Maybe he can help out now that MB2 18 is out. That's good to hear, it'll really speed things up fast
Cid88 Posted September 5, 2006 Posted September 5, 2006 When you use anims in dragon, the model_route has to be edited down to the floor (use load floor) for this.
razorace Posted September 5, 2006 Posted September 5, 2006 It's not Vruki's fault. This is a general problem with the original source files that Keshire did. When he did those, he was using XSI and there were a lot of small technical problems like the one we have now. Say does someone have a dummy .glm model for the staff sabers? I only have one for single/dual sabers.
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