Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: new animations
New feature: new animations[message #351262] Sun, 15 October 2017 20:32 Go to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
As mentioned elsewhere, we've now actually have someone who is not only able, but willing to create new animations (even after learning all the necessary oddities we require). Taro has begun creating quite a few animations. Assuming he isn't, dunno, swallowed by the earth or something, I expect to add quite a few animations here. He creates the anims, the rest of discord gives feedback and some scripting help, and I implement the stuff code-side. You might even spot stuff in development on our Discord thingy.

At some point I will likely make a separate how-to thread on how to add new animations to the game, from Taro's blender and animation stuff over .sti weirdness to the rudimentary the basic code change requirements.

Anyway, new stuff here.

Bayonet attacks (r8494 & GameDir r2393):
https://i.imgur.com/l3be2Lv.png
https://i.imgur.com/sxQpmOh.png

Crouched walking with weapons raised (r8496 & GameDir r2397):
https://i.imgur.com/dfpNC7r.png
This should be rather useful - you can now move forward while aiming down a gun simultaneously while crouched. I'll likely make a video of this and other animations at some point.
Edit: As of r8497 & GameDir r2398, I've lowered BP_MODIFIER_WEAPON_READY (which is extra breath cost for movement with guns raised) from 30 to 10, otherwise this movement method will drain you very quick.

Unless explicitly stated otherwise, this is savegame compatible. Using new exes without the new gamedir data will cause your employer to pay your salary in loot boxes.

Note: This thread is intended for stuff that is implemented and committed to the trunk.

[Updated on: Tue, 17 October 2017 22:18]




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If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: New feature: new animations[message #351279 is a reply to message #351262] Tue, 17 October 2017 07:04 Go to previous messageGo to next message
Panzer is currently offline Panzer

 
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Registered:February 2016
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Too early to hope for HMG's in the relatively near future?


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Corporal 1st Class
Re: New feature: new animations[message #351282 is a reply to message #351262] Tue, 17 October 2017 12:42 Go to previous messageGo to next message
grim is currently offline grim

 
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Registered:July 2006
Location: France
Adding new animations is no small feat, thank you for your hard work guys.

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Master Sergeant
Re: New feature: new animations[message #351285 is a reply to message #351279] Tue, 17 October 2017 20:52 Go to previous messageGo to next message
Deleted.

 
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Panzer wrote on Tue, 17 October 2017 09:04
Too early to hope for HMG's in the relatively near future?

HMG animation already exists.



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Lieutenant

Re: New feature: new animations[message #351289 is a reply to message #351285] Wed, 18 October 2017 13:29 Go to previous messageGo to next message
jercules is currently offline jercules

 
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Registered:January 2015
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If I recall, weren't the HMG animations incomplete?


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Private
Re: New feature: new animations[message #351294 is a reply to message #351262] Thu, 19 October 2017 00:04 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
That's great! A development worthy of this smiley here. thumbs up

[Updated on: Thu, 19 October 2017 00:04]

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Master Sergeant
Re: New feature: new animations[message #351352 is a reply to message #351262] Wed, 25 October 2017 08:47 Go to previous messageGo to next message
sylar951 is currently offline sylar951

 
Messages:57
Registered:December 2013
This is great, lot's of potential there.
Now somebody should make strafing while crouched possible (normal and while aiming). Also same for prone maybe ;)

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Corporal
Re: New feature: new animations[message #351825 is a reply to message #351352] Fri, 29 December 2017 14:59 Go to previous messageGo to next message
CareBear is currently offline CareBear

 
Messages:144
Registered:April 2016
sylar951 wrote on Wed, 25 October 2017 07:47
This is great, lot's of potential there.
Now somebody should make strafing while crouched possible (normal and while aiming). Also same for prone maybe ;)


Ha! That would be awesome. Strafing while crouching is much needed tactical addition, same with rolling while prone. This would make game finally complete as a tactical simulator.

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Sergeant
Re: New feature: new animations[message #351902 is a reply to message #351825] Thu, 04 January 2018 04:54 Go to previous messageGo to next message
todd0001 is currently offline todd0001

 
Messages:42
Registered:November 2017
"Bayonet attacks (r8494 & GameDir r2393):"
Where to find these files???

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Corporal
Re: New feature: new animations[message #351904 is a reply to message #351902] Thu, 04 January 2018 16:26 Go to previous messageGo to next message
Gopan is currently offline Gopan

 
Messages:397
Registered:June 2016
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What does the small (r) in front of the numbers mean ? and what is a GameDir ? I have been wondering for a long time.


Nipson anomimata mi monan opsin

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Master Sergeant
Re: New feature: new animations[message #351906 is a reply to message #351904] Thu, 04 January 2018 18:32 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:

What does the small (r) in front of the numbers mean ? and what is a GameDir ?


r = release, as in "software release 7609"
GameDir = main game directory - the top-level folder you have installed the game into.

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Sergeant Major
Re: New feature: new animations[message #351908 is a reply to message #351906] Thu, 04 January 2018 19:18 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
The "r" stands for "revision". This is a number that gets increased automatically every time someone commits a change to SVN. So many changes mean a big jump in the number from one release to the next.


Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: New feature: new animations[message #351913 is a reply to message #351908] Thu, 04 January 2018 23:01 Go to previous messageGo to next message
Gopan is currently offline Gopan

 
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Thank you for the quick replies gentlemen , much appreciated happy


Nipson anomimata mi monan opsin

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Master Sergeant
Re: New feature: new animations[message #351921 is a reply to message #351913] Fri, 05 January 2018 05:40 Go to previous messageGo to next message
todd0001 is currently offline todd0001

 
Messages:42
Registered:November 2017
How does one use/attack with the bayonet??

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Corporal
Re: New feature: new animations[message #351922 is a reply to message #351921] Fri, 05 January 2018 07:47 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:

How does one use/attack with the bayonet??


Cycle through the available firing options using the "B" key - and you will get to "Bayonet".

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Sergeant Major
Re: New feature: new animations[message #351923 is a reply to message #351922] Fri, 05 January 2018 16:40 Go to previous messageGo to next message
todd0001 is currently offline todd0001

 
Messages:42
Registered:November 2017
Thank you!

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Corporal
Re: New feature: new animations[message #355995 is a reply to message #351262] Mon, 26 November 2018 16:45 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
Flugente wrote on Sun, 15 October 2017 22:32
At some point I will likely make a separate how-to thread on how to add new animations to the game, from Taro's blender and animation stuff over .sti weirdness to the rudimentary the basic code change requirements.


There are people at Russian forum willing to make some new animations, can you share the models/tools/hints you have to simplify process?
One possibility is creating binocs watching animations, but we lack some technical details and processing tools.



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Lieutenant

Re: New feature: new animations[message #355996 is a reply to message #355995] Mon, 26 November 2018 20:25 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
sevenfm, contact Taro on Discord


Discord

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First Sergeant

Re: New feature: new animations[message #358109 is a reply to message #351262] Wed, 25 September 2019 20:33 Go to previous message
Kitty

 
Messages:473
Registered:October 2017
Location: Germany
Is <ubAnimationID>6</ubAnimationID> in explosives.xml refering to ui-Index 6 in explosionData.xml or to some stuff stored in hardcode?

What I would like to do is something like (for example):

- an action item that uses the explosion-animation of grenades exploding in water to connect it to pipe-like sti-graphics I made, giving the illusion that steam is coming out if damaging those

- or some of the green craeture gas when damaging barrels (new ones) on the junkyard/laboratory or other places where arulcan people dumped them


So, basicly using existing animations in a different matter and take them as new action items (the bomb items for the action-items)


Another thing I'd love to do is making my boat animated. Would it be enough to look into how this is done for Hummer or Combat Jeep and try to do the same? And are the animations in folder animations "all" that is needed? Or are other things stored in different places as well?

Major problem might be to put it on water, since water seems to be restricted for vehicles. Oh, and of course the bodytype-nr for map-editor, a case I have no clue at all how to do this.

Are those even possible tasks, given the fact that I might can try to do graphics (rough ones), lua and xml but don't know much about code at all?








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