razorace Posted January 22, 2003 Posted January 22, 2003 Yeah, me too. I hope ASk and/or TCK get it down right soon.
ASk Posted January 23, 2003 Posted January 23, 2003 I believe that beta 1 is done and works fine. If everything goes smooth, in a few hours, I will post the link here, as well as submit it to major file sites. Enjoy (oh and Tchouky, I did not even know about that .h file, I just used Wudan's notes to create my own header struct)
recombinant Posted January 23, 2003 Posted January 23, 2003 Originally posted by ASk I believe that beta 1 is done and works fine. If everything goes smooth, in a few hours, I will post the link here, as well as submit it to major file sites. Awesome... looking forward to it. This has been a real team effort!
Toonces Posted January 23, 2003 Posted January 23, 2003 I'm home working today so as soon as I see it in the JKII.NET inbox I'll post it
Wudan Posted January 23, 2003 Posted January 23, 2003 The new situation is that we are working away at the end of the file - frame size is so small because it actually just points to the actual animation data elsewhere. So, you might see some revisions to ASk's program soon, it works really well, I was able to merge the humanoid.gla with itself (in essence) to create a whopping 34K+ animation frames, it was AWESOME. There's some techincal 'things' involved with actually making NEW animation data, but we'll crack this nut SOON.
darkkiller Posted January 23, 2003 Posted January 23, 2003 can somebody make a tutorial or so what for this ?
razorace Posted January 23, 2003 Posted January 23, 2003 yeah, with a really loud, hollow "CONK!" when we put our heads together a little TOO quickly.
ASk Posted January 24, 2003 Posted January 24, 2003 I believe my program to be working, at least the output file size matches the offsets provided. For now, since I do not check for double data, merging of 2 humanoid files (9.52mb each) takes up 19mb If I get less lazy and implement check for possible reusing of the data, it would make file sizes smaller. Update: Fixed some bugs and tried the program on hex-hacked 1-frame GLA's. The file matches the offsets, and the frame data matches the bone pool. It may just be working fine. If everything goes smoothly (unlike the last time), expect the release of GLA Merger 1.0b in a few hours.
darkkiller Posted January 24, 2003 Posted January 24, 2003 yeah great.. but say me HOW do you make new animation.... because i make a.......mod........ i say only
CortoCG Posted January 24, 2003 Author Posted January 24, 2003 New animations, until theese nut programmers figure out how to alter bone data, is... animators work clap! clap! clap! . I will teach any modeller/animator around how to follow a few simple steps to make new humanoid animations (if you plan to use Ask's upcoming mergin program), or a completely new, non-humanoid animation (if you're planning to make new kind of NPCs for single player MODs). New skeletons in-game are also part of the real world now, so there's practically little things we cannot achieve in our MODs.
recombinant Posted January 24, 2003 Posted January 24, 2003 Originally posted by CortoMaltes New skeletons in-game are also part of the real world now, so there's practically little things we cannot achieve in our MODs. Can we infer from your comment that in the case of MP, new skeletons are not possible? I guess that would be the next obstacle to try to overcome, but it may not ever be possible, given the tests that wudan did last week, correct? (if so, then we may have to have a _humanoid-based dianoga... )
Wudan Posted January 25, 2003 Posted January 25, 2003 It's possible. My tests last week were crap, because I didn't have the knowledge I have now. Remember when the GLA's weren't loading that specific models GLA? we thought it was the animation.cfg that referred to the GLA because it was in the same directory. Even so, a model uses whatever GLA it was built to use or you changed it to use. A single model will only ever use one GLA, this is what is hardcoded in to the GLM. That's fine, now we can make new animations, new skeletons and new animations for new skeletons! First things first - though
MilesTeg Posted January 25, 2003 Posted January 25, 2003 this is so incredible! I wasn´t sure at the beginning of our mod if implementing new animations would be possible but now we are at the point where nothing seems to be impossible! great work! I can´t wait to see mods with new animations / npc skeletons!
CortoCG Posted January 25, 2003 Author Posted January 25, 2003 I was saying that in SP are a fact, not any more a possibility. If you take a look at the Ghoul2 loader in the code you'll see it's hardcoded to load the \base\models\players\_humanoid\animation.cfg. If you somehow find out how to make a trap for multiple animation.cfg files the rest is done, cause the GLM looks for the GLA file automatically. What I saw opening the jk2game.dll is that the ghoul2 loader was pointing to \base\models\players\%s\animation.cfg and then the G_parseAnimFileSet blah blah blah... coders stuff. I think that's the right way to get the MP engine to parse whatever animation.cfg you want.
ASk Posted January 25, 2003 Posted January 25, 2003 If you are wondering why the program is not released yet: I am still waiting for a real new gla anim to come my way so I can test it on real data instead of my hacked _humanoid.gla files. So if any of you is willing to donate a short gla animation (72 weighted bones), feel free
razorace Posted January 25, 2003 Posted January 25, 2003 You forgot to mention the reason why we don't HAVE a true animation to test. Basically, the skeleton provided in the SDK doesn't seem to be the actual animation skeleton for the humanoid.gla. The "group" is in the middle of trying to figure out what to do. Please be patient.
recombinant Posted January 25, 2003 Posted January 25, 2003 Originally posted by CortoMaltes If you somehow find out how to make a trap for multiple animation.cfg files the rest is done, cause the GLM looks for the GLA file automatically. ...and I think we actually came up to a possible solution to this a while back (using something akin to the "isATST" flag), so we'll have to try that out at some point. Thanks for the clarification, Corto!
Wudan Posted January 25, 2003 Posted January 25, 2003 precache more animation.cfg files in worldspawn, and add more checks for .isWhatever in that CG_Register thing mentioned earlier in this thread. That might do it.
Wudan Posted January 26, 2003 Posted January 26, 2003 I've just written down some of my thoughts / recollections from this last week or so, for the heck of it: http://users.sisna.com/tokyopop/glad2.html http://users.sisna.com/tokyopop/ghoul2.html
CortoCG Posted January 26, 2003 Author Posted January 26, 2003 Nice story, worthy of the Jedi Archives. Ok now, remember I promised a disco dancing stormie??? Well, I'll do an animation just to see it on modview, cause making it work in the game includes much more work than you think, and it's not for rookies . I don't wanna have mails from every JO enthusiast asking me how to put it in the game. Anyone else who knows how to control animations in-game via scripts (yes, it's completely possible) are free to try it. In an hour I'll post the download right here. P.D.: I wasn't talking about you Wudan, when I said "it's not for rookies", pls don't get me wrong, .
Wudan Posted January 27, 2003 Posted January 27, 2003 Yeah, I was about to go APE up in here I'm getting more and more less 'noob'-ish. ASk, though, dances circles around me
razorace Posted January 27, 2003 Posted January 27, 2003 And the irony is that he used to refuse to mess with the animation stuff.
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