Hunters Run Posted May 25, 2011 Author Share Posted May 25, 2011 Hmmm....The attacks are all set lengths. If I play a game of match them up I should have the attacks and defenses matched up. From there it will just be a matter of matching keyframes. To answer the second question, there is the back hand style which I believe is a varient of juyo. Also revans stance is juyo I believe. Besides juyo what styles do you think revan knew? I ask because I've decided to put the backhand style in a different model and if Sithspecter is okay with it, use his flowing robe model again to animate stances and attacks. Revans new flourish and stance will be the one you saw in his cutscene. It won't be a 1:1 copy but it will be as good as I can make it. As a last note which model do you think best fits the backhand style? Also which project should I work on first- the back hand style or revans style? Link to comment Share on other sites More sharing options...
Slstoev Posted May 26, 2011 Share Posted May 26, 2011 Both are tempting. You could go with the easier and then the harder or vice versa. Link to comment Share on other sites More sharing options...
harark1 Posted May 26, 2011 Share Posted May 26, 2011 Flip a coin. But if you want our opinion I say backhand. Link to comment Share on other sites More sharing options...
Hunters Run Posted December 12, 2011 Author Share Posted December 12, 2011 update- Last time I was doing a backhand style. That has given way to my current project- getting animations into the game without replacing them. I have been successful. By injecting lines into animation.2da and dialoganimations.2da I have managed to create new animations without replacing old ones. This of course is in ether late alpha or early beta stage. Unfortunately the ends of my finales are coming soon and that means I'll be playing skyrim and will have no time to dedicate to this project. Still I believe I have 98% of the steps down right. for the last few steps I'll need some scripting help. Right now I can inject new animations to any party member and maybe to the pc. I haven't tried with the pc yet as I am experiencing some problems with that. However that does not mean it can't be done. I have changed my pc's appearance to darth revan and the animations won't hold. It just occurred to me that if I add new animations to the main supermodel it should show on the pc regardless of outfit. Soooo.....I am going now to check that out. Link to comment Share on other sites More sharing options...
Fallen Guardian Posted December 12, 2011 Share Posted December 12, 2011 Sounds interesting, I hope you can get it to work...New animations would certainly benefit KotOR. Link to comment Share on other sites More sharing options...
Warrior Master Posted December 31, 2011 Share Posted December 31, 2011 So, it would be something like The Force Unleashed 2 fighting style? Not just to fight with a back-hand light saber, but also making a mix of the animations / movements of TFU 2 and the animations that already are in both KotOR, right? Making the fights much more impressive ... What a titanic work, man! I hope that you are successful Hunters Run, as Fallen Guardian says that would be really great for both KotOR, making them even more interesting of what they already are. Good luck! Link to comment Share on other sites More sharing options...
Hunters Run Posted January 1, 2012 Author Share Posted January 1, 2012 Update- I have come to ask for help. I have managed to inject a line into the animations.2da and dialogueanimations.2da and managed to play a new animation without replacing an old one. However, I have only managed to get the animation to play thru a characters events and not their dialog. As such I believe that it is now a matter of finding the right script to make the animation play. The script I need is a script that makes kreia play an animation. About my saber stance/combat mod- once I get the last of the kinks sorted out of what I am currently working on I will release a tutorial on how to do this, then I have several ideas but lets get this done first shall we? Link to comment Share on other sites More sharing options...
Fallen Guardian Posted January 1, 2012 Share Posted January 1, 2012 Congratulations on making new animations! Here's the script: void main() { object oNPC = GetObjectByTag("Kreia"); AssignCommand(oNPC, ActionPlayAnimation(18, 1.0, (-1.0))); } You can take 18 and change it to whatever the animation number is. Link to comment Share on other sites More sharing options...
Hunters Run Posted January 1, 2012 Author Share Posted January 1, 2012 That did it. One more test then I'll release a tutorial. Link to comment Share on other sites More sharing options...
Hunters Run Posted January 13, 2012 Author Share Posted January 13, 2012 How to get new animations into the game without replacing old animations. Things you'll need: Kotor tool mdlops v.6 alpha 1 a text editor 3ds max/ gmax with nwmax 1. First extract your desired model .mdl and .mdx to a folder. 2. Next use modlops to make an ascii 3. import into your animating program. 4. create your animations. To do so click on the green square. On your right you should notice a box where the animations would be listed. Click on the little downward arrow next to the white bar. A list of names should appear. Choose default.If there are no animations on the model click add. If there are look below the white bar. There are two rows of numbers. If there are already animations look at the end number of the last animation. then in the top row add a number that is higher than the number of the last animation. in the bottom row calculate how much frames you need then add in the number. For example if you want 50 frames and you start at 100 enter 150 on the bottom row. 5. export your model with animations to a new folder. 6. open animations.2da and scroll to the bottom. Add a new line. For example the last line is 393 so create a line 394. name it something short, like "test". find an animation similar to your custom animation and copy the rest of the line. If you look you'll see 1 and 0. I would assume that 1 means on and 0 means off. change as desired. 7. open the folder with your exported model. Open the model with notepad or something similar. Search for default. rename your animation from default to whatever you named your animation. 8. add another letter to your exported model (n_darthrevan to n_darthrevana) 9. put your exported model in the same folder as your original .mdl .mdx 10. using mdlops find your exported model and and click read and write.You should end up with a k1/k2-r-bin.mdl.mdx. put them in your override folder. rename it so that the k1/k2-k-r-bin is deleted. 12. using a script get your animation working in game. Sorry but that's not really my forte. The best advice I can give you is ask around. That's it. Using this method I got a simple wave animation in game without replacing any animations. Good luck. Link to comment Share on other sites More sharing options...
Fallen Guardian Posted January 13, 2012 Share Posted January 13, 2012 Sounds like a cool breakthrough! Too bad I can't animate or model..... Link to comment Share on other sites More sharing options...
newbiemodder Posted January 13, 2012 Share Posted January 13, 2012 Nice work Hunter Link to comment Share on other sites More sharing options...
Hunters Run Posted May 13, 2012 Author Share Posted May 13, 2012 *Thy old blowing of the dust* Seeing all those projects going around has made me want to mod again. However before I start I have a question. Is this possible: when you enter combat inject a script that states if animation a plays then animation b plays (damage does not change only the animation, also there is another step but it will only work if this step works). K1 and K2. Link to comment Share on other sites More sharing options...
TimBob12 Posted May 13, 2012 Share Posted May 13, 2012 I don't have the answer to your question but major congrats on getting custom animations working. Too bad my copies of Kotor 1 and 2 seem to have dissapeared. Link to comment Share on other sites More sharing options...
Hunters Run Posted June 4, 2012 Author Share Posted June 4, 2012 for some reason I keep getting a syntax error with this script. void main() { object oPC = GetFirstPC(); GetHasSpellEffect(FORM_SABER_II_MAKASHI, OBJECT_SELF)); DelayCommand(1.0, SetLightsaberPowered(oPC, 1, 0, 1)); AssignCommand(OBJECT_SELF, ActionPlayAnimation(10532, 1.0, 0.0)); DelayCommand(1.5, OBJECT_SELF, ActionPlayAnimation(10580, 1.0, 0.0)); } points if you guess what I am working on. Link to comment Share on other sites More sharing options...
Darth InSidious Posted June 4, 2012 Share Posted June 4, 2012 Well, the first thing I spotted is that there's at the end of the GetHasSpellEffect line, you've got )); where you want ); . And it looks like you're working on custom flourish animations. Link to comment Share on other sites More sharing options...
Hunters Run Posted June 4, 2012 Author Share Posted June 4, 2012 Right you are. If all works out each form will have it's unique flourish. The hardest part will be getting the script right and attaching it to each form. I got the script to work. Now I just need to figure out where to put it. Any help would be appreciated. Link to comment Share on other sites More sharing options...
Darth InSidious Posted June 7, 2012 Share Posted June 7, 2012 With the right checks (probably best to use GetIsInCombat(oCreature); , though as always, its best to experiment and see), you could attach it to the OnHeartbeat script. This would make it fire once every six seconds, which I believe is the length of a combat round, but I could be wrong on that. This would get the job done in the most basic way, though you might want to add more checks and if clauses to it to make it work with a little more finesse. Other people might have better ideas on how to do this, though. Link to comment Share on other sites More sharing options...
Hunters Run Posted June 7, 2012 Author Share Posted June 7, 2012 Unfortunately the saber forms are hard-coded. So I attached the animation to an armband that only plays the animation when the saber form is selected. Still I am not sure who would use this as it takes up an armband slot. I have several Ideas to make it more palatable but I first need to decode the combatanimations.2a. If anybody knows what each number corresponds to please reply. Link to comment Share on other sites More sharing options...
Fallen Guardian Posted June 7, 2012 Share Posted June 7, 2012 I don't know if this is exactly what you are looking for, but this deals with combat animations: http://www.lucasforums.com/showthread.php?t=208456&page=2/post#65 Link to comment Share on other sites More sharing options...
Darth InSidious Posted June 7, 2012 Share Posted June 7, 2012 No idea, sorry. This might be an area where it's necessary to do some experimenting. Link to comment Share on other sites More sharing options...
Hunters Run Posted June 13, 2012 Author Share Posted June 13, 2012 update- Due to the fact that the forms are hard coded I am forced to drop this project. Still, I have other projects. Check out my gallery on deadly stream to see what I am working on. So, what is next? Well there is my yoda style mod. Still I am debating whether to release it or not, as the attacks don't match up. If enough people want it I will release it. Imo even though the attacks don't match up, it's fine. Another project I am working on is a revised version of revans flowing robe for tsl. The old one was missing a camera hook and I am also fine tuning the belt animations. Last thing, I would like to create a compilation of animations. So far I have a give item to another person, a look at item, and some animations that should make VarsityPuppet happy. My question to the rest of you is, are there any animations you want? Link to comment Share on other sites More sharing options...
Sith Holocron Posted June 14, 2012 Share Posted June 14, 2012 1) A facepalm? 2) How about an animation that has a charactet turning around without looking he/she/it is standing on a slow moving record turntable? Link to comment Share on other sites More sharing options...
Zhaboka Posted June 14, 2012 Share Posted June 14, 2012 Yeah, I think the Yoda animations mod would be fine to release regardless of polish. It's just too cool not to. Link to comment Share on other sites More sharing options...
Canderis Posted June 14, 2012 Share Posted June 14, 2012 A sitting animation for kotor 1. Link to comment Share on other sites More sharing options...
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