Wudan Posted January 22, 2003 Share Posted January 22, 2003 In a sense of the word, yes. I just had to think outside of the box. Link to comment Share on other sites More sharing options...
razorace Posted January 22, 2003 Share Posted January 22, 2003 Ok, now we need to know how to use the ghoul2 skeleton to do new humaniod animation.s Link to comment Share on other sites More sharing options...
Wudan Posted January 22, 2003 Share Posted January 22, 2003 I've you've got an animator who has 3dsm, you've already solved half of the problem. Link to comment Share on other sites More sharing options...
razorace Posted January 22, 2003 Share Posted January 22, 2003 Well, I'm not sure if he has 3D studio max. Link to comment Share on other sites More sharing options...
CortoCG Posted January 22, 2003 Author Share Posted January 22, 2003 I started this whole mess of making new animations cause I needed to make also new skeletons. Now that I succefully introduced a completely new skeleton, and Wudan found out how to append new humanoid animations into the original _humanoid.gla my work is done, I have nothing further to add. Bye now. Have a nice day. In Wudan we trust. Link to comment Share on other sites More sharing options...
ASk Posted January 22, 2003 Share Posted January 22, 2003 Wudan, I hope you would not mind if I write a program that will take 2 gla's (humanoid + user) and merge the selected animations from the "user" into the "humanoid" Should not take a long time. If I really won't have free time, by Saturday it should be done. Link to comment Share on other sites More sharing options...
Wudan Posted January 22, 2003 Share Posted January 22, 2003 I wouldn't mind at all - That sounds like what I would like to do, but I don't entirely have the skill to take on such a project by myself. There are a few of us from different TC/Modss who have agreed that this information is too important to 'hoard' to ourselves, so yes, this info should be / has to be available to anyone. Do you need the specifics on the _humanoid gla? Or have you already got those (I shared this info with a lot of people, and I don't mind one bit if it gets shared with other people - I want people involved in this. I simply don't have a big enough brain (yet) to handle this by myself. In case anybody wants to know, this was done through hex editing. We've had the GLA format known to us for some time, but we didn't know what to do with it - some of us knew what to do with it but didn't know we had the GLA format. My notes on the subject are garbled and will be re-formed, but so everybody can see them, here they are: http://users.sisna.com/tokyopop/gladebug.txt Please don't bother me with silly questions at this point, I'm still working out what goes where, but I had enough info that if someone provided me with new GLAs containing new animations, I could add them. If you understand my notes, you can do it. For anyone that thinks there are moral issues surrounding hex editing, there are not, unless you hex edit an EXE file or hex edit something that is otherwise 'encrypted' to gain access to information that is meant to be hidden. GLA info is obviously not hidden, we have been provided by the creators of the format with info on how to decipher it. Naturally, the next step is to write a program that makes this process simpler. I'm glad this has sparked interest from great coders like ASk and Tchouky - it was their help and people like them who helped me and many others along this path. If we could get Corto to teach us how to animate with 3dsm, that'd be great to. Link to comment Share on other sites More sharing options...
Commodus Posted January 22, 2003 Share Posted January 22, 2003 So new animations are possible? BTW there is a chance you and CortoMaltes may be deified Link to comment Share on other sites More sharing options...
razorace Posted January 22, 2003 Share Posted January 22, 2003 Don't get TOO excited Commodus, while a great accomplisiment, this is only part of the solution. Everyone now needs to get together and make a group effort to create whatever animations are needed. It's better to have one set of good dual saber animations instead of 50 crappy sets. Plus, there's also a lot of code that will be needed to intergrate these new animations into the gameplay. Link to comment Share on other sites More sharing options...
Commodus Posted January 22, 2003 Share Posted January 22, 2003 I strongly agree with RazorAce. I haven't played around with animating in 3dsm yet, but hopefully it shouldn't be too hard. Link to comment Share on other sites More sharing options...
CortoCG Posted January 22, 2003 Author Share Posted January 22, 2003 New animations are a fact, new skeletons are a fact. The main problem for me now is make the entities/NPCs to use new sequences for the scripted behavior. I'm talking about SP of course. So, I'm starting a new thread concerning NPC scripting, and complex AI scritps. I expect to find the same quality of people I found on this one, for the good sake of the community of course, nothing personal. The new thread will be named NPC Scripting - BehavEd, and you'll know is mine. May the force (and Wudan) be with us. Link to comment Share on other sites More sharing options...
ASk Posted January 22, 2003 Share Posted January 22, 2003 I could use some simple 1-frame animation gla for testing :/ The one above does not have the needed gla format from what I see Link to comment Share on other sites More sharing options...
CortoCG Posted January 22, 2003 Author Share Posted January 22, 2003 I posted an imperialcommando(test).pk3 with a new humanoid animation. The GLA/GLM combo will do for any test. It contains the same humanoid skeleton that Raven used to compile _humanoid.gla. That's what Wudan used. Have a nice day. Link to comment Share on other sites More sharing options...
Wudan Posted January 22, 2003 Share Posted January 22, 2003 I didn't use the imperial commando - that model / gla only has 30 bones, it doesn't look like it has the digits of the hand. This changes the size of the animation frames, from 216 (for a 72 boned humanoid) to 90 for your glas. What I did find interesting is that even though the skeleton is decidedly smaller, the frame data still starts at 0x003300 Link to comment Share on other sites More sharing options...
CortoCG Posted January 22, 2003 Author Share Posted January 22, 2003 That's because I didn't weight anything to those missing bones. Raven did animations for all the bones of the humanoid skeleton, even lips, eyes, and fingers. I'm not going to weight vertexes to all possible bones cause it's lots of work. Even though you already know how to compile new GLAs, so my advice is: get you modelers to work . As I said before, I'm done here. My new interest is NPC scripting. Once I find out how to script NPCs to use certain animations sequences for certain actions, I'll be speaking of a real achievement and no-useless, effort-worthy new skeletons/animations. Link to comment Share on other sites More sharing options...
Tchouky Posted January 22, 2003 Share Posted January 22, 2003 hehe ASk, we want to do the same thing i won't have much time for this until week end but if you want to start, check the code/renderer/ folder there is a file : mdx_format.h which contains the gla architecture... so all you have to do ( and i ll try to do it) is to create a small program that will load the 2 gla corectly and then merge them (easy) and then rewrite the file.... the program would be quite easy to make in fact.... Link to comment Share on other sites More sharing options...
Wudan Posted January 22, 2003 Share Posted January 22, 2003 If we could figure out the bone positioning inside the frames, it would even be possible to write an animation program. I've been scratching my head over that one, I'm tired today so I'll just sleep instead. Link to comment Share on other sites More sharing options...
npauerk Posted January 22, 2003 Share Posted January 22, 2003 Oh gee golly gosh! Somebody hex-hacked the GLA format? You guys are my heroes! I just started trying to figure out the GLA format with my hex editor over the weekend, but now I don't have to do all the work! I would luv, luv, luv to be involved in creating new animations for the game! I'm a coder and I have access to 3DS Max! Let me play! Let me play! npauerk Link to comment Share on other sites More sharing options...
razorace Posted January 22, 2003 Share Posted January 22, 2003 Don't you have to have the skeleton correct to be able to create a new model anyway? Link to comment Share on other sites More sharing options...
Wudan Posted January 22, 2003 Share Posted January 22, 2003 The format had been available to us all along, in the code under the renderer directory. I didn't know we had it until I had read one of the last posts James Monroe ever made here, which he made last July (I think it was). So, yeah, I didn't do anything THAT amazing - I just read a lot and applied my knowledge Link to comment Share on other sites More sharing options...
npauerk Posted January 22, 2003 Share Posted January 22, 2003 What exactly am I looking at in the Mace Windu images above? Is this an actual animation? It looks like maybe you edited the bone placement or something. I managed to disassemble and to "squash" the interrogator droid by editing its *.gla file, but I didn't have nearly as much knowledge about the GLA format as you do. I'm not really sure how I did what I did. Link to comment Share on other sites More sharing options...
recombinant Posted January 22, 2003 Share Posted January 22, 2003 (I'll step in here for Wudan since he had a long day yesterday and needs the rest... ) Originally posted by npauerk What exactly am I looking at in the Mace Windu images above? Is this an actual animation? Yep! You're looking at a genuine hand-hex-edited animation that Wudan inserted into _humanoid.gla. Tchouky nudged him to just give it a go with his wacky animation and not worry about waiting around for a "cool" animation or whatever. A very good suggestion in my book. So the point of the screenshot was just to show that a new animation is possible, and was not really intended to show off Wudan's hand-animating skillz. The object is to have a real animator create a new GLA based on that skeleton, and then basically cut 'n' paste (by hand) the new animation data into the _humanoid.gla. To take this all one step further, however, ASk and Tchouky are evidently coordinating efforts to create a utility to actually do the merging in an automated fashion, so that we won't have to do it by hand, which will be a giant step forward. (Wudan, ASk, Tchouky: please correct me if I'm wrong on any of this... ) Link to comment Share on other sites More sharing options...
Toonces Posted January 22, 2003 Share Posted January 22, 2003 This is very intreguing, I had no idea you guys have come so far with this Link to comment Share on other sites More sharing options...
npauerk Posted January 22, 2003 Share Posted January 22, 2003 Hey JediStone! I'm loving the work you guys are doing on the Dark Forces TC. That was the first FPS game I ever played, and playing your demo made me all giddy inside. Thanks! npauerk Link to comment Share on other sites More sharing options...
Wudan Posted January 22, 2003 Share Posted January 22, 2003 Originally posted by Toonces This is very intreguing, I had no idea you guys have come so far with this I personally can't wait for a new program so we won't have to hex edit this junk. It's not hard to do, but gets very tedious. Link to comment Share on other sites More sharing options...
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