TheWhiteRaider Posted October 10, 2002 Share Posted October 10, 2002 For new animations it requires a program that is very expensive. And only few have this. So please don't ask about making new animations for something like Jedimod, Forcemod, Jediplus or anything else. But anything related to animations that are already made go ahead. Link to comment Share on other sites More sharing options...
Toonces Posted October 10, 2002 Share Posted October 10, 2002 Well, your info is flawed. There are actually quite a few people in this community who have this very expensive software that you speak of. The problem with making new animation for the game is that there is currently no way to import any new animation into the game. Actually MAKING this animation isn't all that complex Link to comment Share on other sites More sharing options...
Emon Posted October 10, 2002 Share Posted October 10, 2002 There are a few people who have the source animation data from Raven, or so they claim. Why they don't release it is beyond me. Link to comment Share on other sites More sharing options...
Toonces Posted October 10, 2002 Share Posted October 10, 2002 Anakin of the aotc:tc mod has been working with James Monroe on the animation issue, he's currently stuck at the moment, that's one of the reasons I joined the mod, to help get it back on track. I haven't gotten much of an opportunity to speak to Anakin about it yet, the website just got up, and the forums are still down. Hopefully we can get on the same page soon and begin to iron out the problems we're having Link to comment Share on other sites More sharing options...
Tchouky Posted October 13, 2002 Share Posted October 13, 2002 what you don't understand is having softimage won't change anything at all... Link to comment Share on other sites More sharing options...
-Chrono_MOT- Posted October 15, 2002 Share Posted October 15, 2002 Having softimage is only half the battle. The other half? Making them stand-alone instead of replacing. Link to comment Share on other sites More sharing options...
razorace Posted October 15, 2002 Share Posted October 15, 2002 Who is claiming to have the animation source? I'd like to know if Raven is actually handing the animation source out or not. Link to comment Share on other sites More sharing options...
[STGN]Locutus Posted October 16, 2002 Share Posted October 16, 2002 The other half? Making them stand-alone instead of replacing. Can you get animations to replace others? If you can can't you just replace an unimportant one? Like "jan moves hand" with "Both arms up"(like jango) Link to comment Share on other sites More sharing options...
razorace Posted October 16, 2002 Share Posted October 16, 2002 well, it means replacing the whole humanoid.gla, not just individual animations. Link to comment Share on other sites More sharing options...
[STGN]Locutus Posted October 17, 2002 Share Posted October 17, 2002 Originally posted by razorace well, it means replacing the whole humanoid.gla, not just individual animations. So you would need to do every animation again? Link to comment Share on other sites More sharing options...
razorace Posted October 17, 2002 Share Posted October 17, 2002 Yep. Link to comment Share on other sites More sharing options...
Wudan Posted October 23, 2002 Share Posted October 23, 2002 Not only does that sound insane, it's probably not the case. Or maybe it is - we're at least 6 months into having this game ... and the only thing peopl have been able to do is unlock already existing animations ... hmmm... Link to comment Share on other sites More sharing options...
razorace Posted October 23, 2002 Share Posted October 23, 2002 wudan, don't complain when you know nothing about the situation. Link to comment Share on other sites More sharing options...
Covax Posted October 24, 2002 Share Posted October 24, 2002 Originally posted by [sTGN]Locutus Can you get animations to replace others? If you can can't you just replace an unimportant one? Like "jan moves hand" with "Both arms up"(like jango) Yea... you SHOULD be able to replacee animations like that. The Jedimoves Mods basically does that, replaces the roll with a cartwheel... gives Desann Kyle's saber style... etc. Link to comment Share on other sites More sharing options...
razorace Posted October 24, 2002 Share Posted October 24, 2002 Ok, I'll explain the situation.... When Raven changed the Quake 3 engine for JK2 they did some changes. They changed the animation and model system to their propritary formats (.glm and .gla) and partly-implimented the Ghoul 2 system. So, as such, there's one animation file for each type of model (humaniod, R2 unit, etc.) and this is hardcoded into the individual models (They reference their correct animation file inside the model's .glm file.) The problem is, we don't have much access to the .gla format information or tools. It seems that the humaniod.gla is a compiled format like a source code. This means that it can't be modified without A) a tool to merge in new animations to the file OR B) the uncompiled copy of the humaniod.gla file. But we can, in fact, create entirely new animation files. HOWEVER, there are three tricky workarounds that, IN THEORY, could work: 1. Rewrite the animation function in the code to accept more than one animation file per model. Downside: TCK has scanned the code and claims that this isn't possible as the hard code for the animation function is inside the executible. Upside: I think it's still possible with the level of access we have to the code. I'm going to look into myself at some point down the road. 2. Create new animation files and models that reference them. Downside: You'd have to redo ALL the animations; Stellarwinds claims that the MP code executible can't handle more than one animation file; Only new models would be able to use the new animations. Upside: It's probably possible. 3. There's a move bone function that is callable. So if someone has the skill and time. You could write a new animation function that could run whatever format you want. Downside: VERY hard and time consuming; The MP executible problem mentioned in 2. Upside: It's probably possible. People have looked into this and we ARE trying. It's a complicated problem and the solution may prove to be harder to do than it's worth. Me, I'm for 1 and 3 as it would allow you to use the current animations and the new animations at the same time. Here's hopeing. Link to comment Share on other sites More sharing options...
razorace Posted October 24, 2002 Share Posted October 24, 2002 As for Covex's statement, the system can handle remixes or changes of the current animations for whatever moves you want. BUT you can limited to whatever is inside the current animation file. Details are here. Feel free to ask me any questions about it. I want new animations as much as anyone. Link to comment Share on other sites More sharing options...
Covax Posted October 24, 2002 Share Posted October 24, 2002 I'll try to tinker around with that info, there's like 3 things I need done eventually. Odds are I'll have to find a dude that can already remix existing animations. Link to comment Share on other sites More sharing options...
razorace Posted October 24, 2002 Share Posted October 24, 2002 It's fairly easy, you just gotta know what animation frames you want and change the code to call it that way. What are you looking for? Link to comment Share on other sites More sharing options...
Covax Posted October 24, 2002 Share Posted October 24, 2002 Basicaly to start on 'kung fu' stuff for the Blade Mod but also to help kick start Matrix/Anime mods. 'Easy' one: Replace the Force Push with a Punch (left hook) animation. Tougher one: Replace the kiss with a vampire 'bite', ie one chatachter 'kisses' the other is still). Don't even know if I should bother: When landing from a high jump/fall goes into a crouch , ie meditative crouch animation. Other stuff would require more 'hard' coding. I'll take a look at the code, if I get lost (odds are..) I'll ask for help. Link to comment Share on other sites More sharing options...
razorace Posted October 25, 2002 Share Posted October 25, 2002 maybe you didn't understand. You can't change the animations in the animation file. All you are doing is playing the old animations in a different order. The Purple special from JediMod is actually the dance animation that played while your character jumps into the air. For player to player interaction you might be able to change the positions that the models move in relation to each other to make it LOOK like one person is biting the other but you can't change the actual animations in the file. Link to comment Share on other sites More sharing options...
Covax Posted October 25, 2002 Share Posted October 25, 2002 Yea.. I was just talking conceptually in that case, sorry. (I was the dude who brought up replacing animations... I'm the lazy guy remember?) It'd be more for cutscenes or scripted events, one NPC goes through the motion of 'the kiss' (ie holding the shoulders, movi... why the heck am I describing a kiss...? man I need sleep..) The other npc would be stuck with the 'I don't know' pose at the 'cost' of some other animation... say the 'typing' animations one. Link to comment Share on other sites More sharing options...
razorace Posted October 25, 2002 Share Posted October 25, 2002 You still don't understand. You don't LOSE any animations by remixing the animations. All you're doing is using the animation function to activation certain frames in the humaniod.gla file. Nothing is lost or changed when you do this. All you're doing is adding some addition animation calls to the code. Link to comment Share on other sites More sharing options...
Covax Posted October 25, 2002 Share Posted October 25, 2002 Ahhh... ok. Yea I gues I didn't get that part. Anywho.. I'll let you know if I'll have any luck. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.