Iffo Posted September 29, 2015 Posted September 29, 2015 Is there anyway to get custom animations to work within jaMME? I'm playing on RPMod, and whenever someone uses a custom animation exclusive to the mod their character does the dying emote, which means the demo just isn't usable. Example: https://jkhub.org/images/cHtvGqx.jpg, the two either side are using custom emotes, whilst the one in the middle is using a standard emote, which works fine. ThanksGrav
ent Posted September 29, 2015 Posted September 29, 2015 I need their anims.h with extra enums. Get it for me and I will implement. P.S.: isn't there too much blur? Cerez likes this
Iffo Posted September 29, 2015 Author Posted September 29, 2015 Cheers Ent . Will get back to you about the anims.h file. P.S Yeah it's more blurry than I wanted but the quality of the skybox is low and very noticeable, so needed a lot of blur to mask it Cerez likes this
Iffo Posted October 12, 2015 Author Posted October 12, 2015 I have a response (My own fault for the delay in getting back to you, the mod creator actually responded very promptly!) "Well, the only new enums in RPMod's anims.h are for "ledge grab" and "raise hand" animations, all others use the BaseJKA "BOTH_CIN_***" ones. I'm thinking your issue may rather be related to the fact you can't host a RPMod game on your computer, so you're probably running these demos off BaseJKA instead. Did you try putting the RPMod-Animations.pk3 in your Base folder" I tried putting the animations in my base folder, and two things happened. - When I don't have an emote, it now does the automatic crucify pose (Rather than the death animation), which you usually get when you don't have animations. - Some of the custom emotes, just do random emotes? so like I do /emsit2 and it'll do the arms crossed emote in jaMME? Grav
ent Posted October 12, 2015 Posted October 12, 2015 You are doing it wrong at all. Don't put anything in base. You suppose to load all other mods assets using "fs_extraGames" cvar on startup. Just modify start_jaMME.cmd with any text editor and replace "japlus japp" with "RPMod" or whatever the mod folder called. Or make your custom start_jaMME_RPMod.cmd. I guess your issues may happen because it mixes anims from ja+ mod and rpmod. If my solution doesn't help, then send demos, give a download link for the mod and tell me what2do to reproduce your problems. "Well, the only new enums in RPMod's anims.h are for "ledge grab" and "raise hand" animations, all others use the BaseJKA "BOTH_CIN_***" ones. I'm thinking your issue may rather be related to the fact you can't host a RPMod game on your computer, so you're probably running these demos off BaseJKA instead. Did you try putting the RPMod-Animations.pk3 in your Base folder"I need their numbers anyways.
Recommended Posts
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