Lord_Newbie Posted September 28, 2013 Posted September 28, 2013 Hi guys,recently I got interested in modding JK3. I surely checked out some programs that would make it easier for me, did some basic stuff etc. Now got a question concerning animations: I've downloaded a mod named "Katanamaru Backhand Styles" from jk3filefront and as I've noticed these animations were assigned to a particular model, which was included. I would like these anims not to be unique to one model, but to few of em. I've edited the new humanoid file with Hex editor and it seemed to work fine until I typed the playermodel command, that leaded in receiving an error message.As far as I've managed to notice, the model_default.skin file texturing this particular model has got different "parts of body" than other ones. Is there any way to 'bypass' it?Thanks in advance.
Circa Posted September 28, 2013 Posted September 28, 2013 Are you just wanting them to be the default animations? Or do you really want them to be assigned to specific models?
Lord_Newbie Posted September 28, 2013 Author Posted September 28, 2013 Thanks for the replies guys, you're so quick o.O Are you just wanting them to be the default animations? Or do you really want them to be assigned to specific models?The 2nd variant. I want them to be assigned to the particular models, but not to the one that is included with the animpack. Ahh, and by the way remapping a model is not an option.
Circa Posted September 28, 2013 Posted September 28, 2013 Not sure if there's a way without editing the model. But then again, I'm not a modeler. @@ChalklYne, @@AshuraDX, and @@DT85 would know.
Tempust85 Posted September 29, 2013 Posted September 29, 2013 I might be still sick (was for a few days), but I'm not sure if I understand exactly what you're wanting to do?
Circa Posted September 29, 2013 Posted September 29, 2013 He wants specific models to have those animations.
Tempust85 Posted September 29, 2013 Posted September 29, 2013 What like their own GLA seperate from the main GLA? If so, that won't work without a recompile of the model to point to a different GLA. You could try hex editing, but I never have so I have no idea if that will work.
AshuraDX Posted September 29, 2013 Posted September 29, 2013 Hex editing works ,you have to edit the model.glm of the models you want to use the new animationssimply open the model.glm file in the hex editor of your choice and change the filepath for _humanoid.gla which is specified in the .glm to whatever you want it to be @@katanamaru knows more about this than I do though
Lord_Newbie Posted September 29, 2013 Author Posted September 29, 2013 One more time I attempted to, using hexeditor, assign these animations to a different model (Schroedinger's/Unsung's Galen Marek) with this effect: (this weird model is a remapped stormtrooper) And here's the hex editor screenshot: Here's the original model opened in hex editor:
Circa Posted September 29, 2013 Posted September 29, 2013 Sometimes hex editing works and sometimes it doesn't. I tried doing it before with a few different models before. Is there a certain way you have to do it?
Circa Posted September 29, 2013 Posted September 29, 2013 That still doesn't explain why it doesn't work half the time.
Lord_Newbie Posted September 30, 2013 Author Posted September 30, 2013 It looks as the attached model has got a specific skeleton and the animations are adapted only for this special kind of the skeleton. I guess I will have to make animations myself. Thanks for the replies guys! EDIT: Oh I actually found a pretty dumb way how to achieve it...
katanamaru Posted September 30, 2013 Posted September 30, 2013 Well I'm here, but seems I'm too late. What models are you trying to get the animations attached too? I had problems with one of the sith stalker models for some reason.You have to hex edit both the model.glm and the _humanoid.gla that you want to use.They both need to have the same path like my dbgalen and they both need _humanoid in the path.models/players/_humanoid$$$$$/_humanoid$$$$$$$$$ being the name you want.
Lord_Newbie Posted September 30, 2013 Author Posted September 30, 2013 Ohh, I still keep doing sth wrongly, since the solution written by you does not work, it might be fault of my hex editor, but I dunno. And by the way, does any of you guys know this anim's name? I've displayed all of em in modview twice, but still I couldn't find this one.
katanamaru Posted September 30, 2013 Posted September 30, 2013 First pic looks like a Red Top to bottom or a saber bounce.Second pic looks like a saber bounce. I'll be able to tell more if you can post a vid. Which models are you trying to put the animations on?
Lord_Newbie Posted September 30, 2013 Author Posted September 30, 2013 these both pics are from the same anim. its red top to bottom bounce, do you know its 'code' name (both_.....) ?soz for mistakes i am writing through mobile device
katanamaru Posted September 30, 2013 Posted September 30, 2013 Off hand not for certain but I'd look around:s3_b_t_to_bs3_v_t_to_b Mainly anything saber related with a 3 since those are the red's animations. There is another file called anims.h that has all the animations names grouped together and explained. It would be more helpful at finding the correct name. I use it often.
Lord_Newbie Posted September 30, 2013 Author Posted September 30, 2013 thanks. ive completely forgotten about the source code. i will try using these tomorrow. oh, n by the way would you mind if i borrowed force push anim from your bh anims pack (i managed to assign a custom effect to urs, meanwhile mine launches the efx in a totally uncontrolled way, firing at random frames, in random directions) ?thanks in advance
katanamaru Posted September 30, 2013 Posted September 30, 2013 Yeah use whatever you want. Feel free to modify it if you want too. Lord_Newbie likes this
SanguineHipster Posted October 3, 2013 Posted October 3, 2013 It looks as the attached model has got a specific skeleton and the animations are adapted only for this special kind of the skeleton. I guess I will have to make animations myself. Thanks for the replies guys! EDIT: Oh I actually found a pretty dumb way how to achieve it... How'd you get it to work? I've been having similar problems myself when importing JO models and animations.
Lord_Newbie Posted October 3, 2013 Author Posted October 3, 2013 How'd you get it to work? I've been having similar problems myself when importing JO models and animations.Back then I imported all the animations with dragon through impframe cmd and compiled them using glamerge and regular jk3 humanoid. Hex Editing didn't work because I added letters to the humanoid's location instead of replacing the empty data (00 / ..) (what leaded in receiving message that the skeleton is incompatible)
SanguineHipster Posted October 3, 2013 Posted October 3, 2013 Back then I imported all the animations with dragon through impframe cmd and compiled them using glamerge and regular jk3 humanoid. Hex Editing didn't work because I added letters to the humanoid's location instead of replacing the empty data (00 / ..) (what leaded in receiving message that the skeleton is incompatible) Yeah, I got a similar problem when I tried increasing the path length through hex editing. Keeping the path length the same and modifying it (e.g. _humanoid to _humanJK2) didn't cause any errors, but the animations weren't getting parsed; it found the file and so it would load the model, but wouldn't find animations that did exist in the JO humanoid GLA file. In my case, I think there are also a few differences between the file format, either with models, GLA files, or both (I'll do some testing later), and they need to be converted to work with JA. Galak_Mech from JO is another example. The model doesn't exist in base JA and paths don't need to be changed due to any conflict, but it still won't load the animations correctly. Anyway, I'll see what I cam do with dragon. Thanks for the suggestion.
Lord_Newbie Posted October 3, 2013 Author Posted October 3, 2013 modifying it (e.g. _humanoid to _humanJK2)You don't have to keep the path length the same. As long as there's some empty data to replace, you don't have to limit yourself with the length. I believe that "_humanJK2" will not work since "_humanoid" must be included in your path.Look at my post at the first page with screenshots from Hex Editor. You can replace all/most of the dots that are right beyond the default path to humanoid. didn't cause any errors, but the animations weren't getting parsed; JK2 had another skeleton, more bones (except for the left hand tag) so some anims may not work.Are you sure that you edited both your modified humanoid and target model? Galak_Mech from JO is another example. The model doesn't exist in base JA and paths don't need to be changed due to any conflict, but it still won't load the animations correctly. It will not work unless you interfere in the JA sp code (galak mech does not have his AI / class in JK3). Anyway, I'll see what I cam do with dragon. Thanks for the suggestion. Absolutely no problem. The impframe cmd should do it's job. katanamaru likes this
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