About This File
This program written by Alex Shapiro (aka ASk) allows for merging 2 .gla files, something that is a must when making animations for characters in this game. I take absolutely no credit for this, just uploading since the original authors website is no longer in existence and strongly feel that it is something that cannot be forgotten about.
Original Readme
//========================================================================
//
// GLA Merger version 1.2b
//
// Copyright 2003 by Alex Shapiro (aka ASk)
//
// Additional credits go to (in no particular order):
//
// Wudan, RazorAce, JaiiDerHerr,
// Tchouky,CortoMaltes, Jedistone
// and anyone that I have forgotten
//
//========================================================================
==========================================================================
==
== DISCLAIMER:
== THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION,
== RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS
== ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
==
== THE AUTHOR IS NOT TO BE HELD RESPONSIBLE FOR ANY DAMAGE THAT THIS PROGRAM
== MAY CAUSE TO USER'S COMPUTER, INCLUDING BUT NOT LIMITED TO: DATA LOSS,
== CRASHES AND INSTABILITY.
== REMEMBER: USE OF THIS PROGRAM IS OF YOUR OWN RISK.
==
==========================================================================
============================= Instructions ==============================
****************** BACKUP FILES BEFORE USING THIS PROGRAM ****************
1) Put the 2 .gla files into the same directory as the program
User .gla file must contain the 'base' pose (the DaVinci pose) as first frame, it will be ignored during merge.
2) Invoke the program as "glamerge.exe firstfile secondfile [-o]|[-l]"
- If invoked in this format, 2 user .gla's may be merged into 1.
- If invoked in "glamerge.exe file" format, _humanoid.gla from the current dir is used as first file.
- The optional -l switch makes the program dump the bone data (hierarchy) from both gla files, then quit.
- The optional -o switch makes the program eliminate any redundant bone data (producing .gla files comparable to the ones produced with carcass.
- If both -o and -l are specified, the second of two (in the order they are specified) will be ignored
- The program rearranges the bones in the correct order, so as long as the hierarchy/origins are the same, it should work
3) Enter the name of output file
4) Add your animations to animations.cfg file
5) Enjoy
This file is not developed, distributed, or endorsed by Activision Publishing, Inc., Raven Software, Lucasfilm Ltd., Disney, Inc., or any of their affiliated entities. All trademarks, copyrights, and intellectual property rights belong to their respective owners. Star Wars®, Jedi®, and Jedi Knight® are registered trademarks of Lucasfilm Ltd.™ and Disney, Inc.™. This file is intended for educational, non-commercial, or fan-based use under the principles of fair use. No copyright infringement is intended. Any claims of ownership or DMCA takedown requests can be submitted here.
Recommended Comments
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now