Lazarus Posted March 1, 2015 Posted March 1, 2015 I have dug today for the first time in the wonderfull world of lightsaber modding, and it's kind of an unknown region for me. Unfortunatly, Google wasn't helping me either on this subject so I think i ll just have to ask. Where do I set a different animation for a stance. I am looking to change my lightsaber to the stance Jaden has in t1_rail, where he stands on the train through Coronet, yet I cant seem to find the line to do so. I thought it was readyAnim in the saberfile, but obvious, it wasn't. I saw some other people adding an animation file to the lightsaber's model (and adding humanoid folder) when I checked another file, yet it made my game completely look weird, and nobdoy was moving propperly when I added the files from the humanoid model from t1_rail's GLA and animation.cfg in it.
Ramikad Posted March 1, 2015 Posted March 1, 2015 All animations in the game come from the specific .gla files of the various characters and creatures. Animations however still need the animations.cfg file to be set up correctly: it basically contains the instructions for the game on how to follow the animations. Let's take the run animation for example: BOTH_RUN1 12305 26 0 40 This is the corresponding line in the animations.cfg file in the _humanoid folder. It basically indicates that when the animation must play, the specific animations starts at frame 12305 (out of 21376 total animation frames), it keeps going for a total of 26 frames, the 0 indicates that the animation loops if left to itself, and the 40 indicates the speed at which the animation is played. If you want to set up a different animation, all you have to do is to change those values accordingly. ModView is extremely helpful for the task, as it shows any available animation on a player model as well as their respective frame values. Lazarus likes this
Lazarus Posted March 1, 2015 Author Posted March 1, 2015 Yes I got that part covered and have the animation i want found, however, couldn't find a way to implement it. which GLA in which folder should I use?
Ramikad Posted March 1, 2015 Posted March 1, 2015 You should probably modify the animations.cfg in models/players/_humanoid.
Daedra Posted March 1, 2015 Posted March 1, 2015 I have dug today for the first time in the wonderfull world of lightsaber modding, and it's kind of an unknown region for me. Unfortunatly, Google wasn't helping me either on this subject so I think i ll just have to ask. Where do I set a different animation for a stance. I am looking to change my lightsaber to the stance Jaden has in t1_rail, where he stands on the train through Coronet, yet I cant seem to find the line to do so. I thought it was readyAnim in the saberfile, but obvious, it wasn't. I saw some other people adding an animation file to the lightsaber's model (and adding humanoid folder) when I checked another file, yet it made my game completely look weird, and nobdoy was moving propperly when I added the files from the humanoid model from t1_rail's GLA and animation.cfg in it. I think you mean this: You get this on the Hoth maps also. Not sure where that animation is though. It is basically a wind blocking animation, not exactly a stance but still it can be useful. Lazarus likes this
Lazarus Posted March 1, 2015 Author Posted March 1, 2015 its called both_wind (almost on the bottom, found it)
Lazarus Posted March 2, 2015 Author Posted March 2, 2015 I gave up on it last night, was to tired. I did find the lines I had to overwrite in animation config. Is it true, there is only quick and strong to overwrite? I couldn't find the yellow stance (Dual and staff didnt bother with it)
minilogoguy18 Posted March 4, 2015 Posted March 4, 2015 It's very much possible through editing the .sab file, just can't remember what you have to add for it to force that animation to be used as the stance for that specific saber. Try downloading a saber that uses a custom stance and opening it's .sab file.
Daedra Posted March 5, 2015 Posted March 5, 2015 It's very much possible through editing the .sab file, just can't remember what you have to add for it to force that animation to be used as the stance for that specific saber. Try downloading a saber that uses a custom stance and opening it's .sab file. @@minilogoguy18 @@Lazarus So I have a .sab file for Galen Mareks Saber, take a look here: bh_cgalen{ name Clone_Galen saberType SABER_SINGLE saberModel "models/weapons2/c_galen_bh/saber_w.glm" soundOn "sound/weapons/saber/saberon.wav" soundLoop "sound/weapons/saber/saberhum4.wav" soundOff "sound/weapons/saber/saberoff.wav" saberLength 40 saberColor random alwaysblock 1000 disarmBonus 10000 maxChain 3 blocking 41000 alwaysBlock2 1000 saberStyleLearned staff saberStyleForbidden fast saberStyleForbidden medium saberStyleForbidden strong saberStyleForbidden desann saberStyleForbidden tavion singleBladeStyle staff throwable 1 singleBladeThrowable 1 noRollStab 1 noStabDown 1 noBackAttack 1 noMirrorAttacks 1 returnDamage 1 readyAnim BOTH_SABERSTAFF_STANCE gloatAnim BOTH_SHOWOFF_STAFF lungeAtkMove LS_SPINATTACK kataMove LS_STAFF_SOULCAL jumpAtkFwdMove LS_JUMPATTACK_STAFF_RIGHT damagescale 200} As you can see at the bottom it is forced to use the STAFF stance and attacks, and has saberStyles Learned and Forbidden which are needed. This can help you out I am sure. The Punisher likes this
Langerd Posted March 5, 2015 Posted March 5, 2015 What is the point of messing up with codes. You can just make a saber file with option : http://forums.filefront.com/sw-jk3-modding-mapping-editing/193645-list-things-you-can-do-sab-file.htmlThere is options to change the animations of standing, taunting and even drawing the saber.
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