RecklessJames Posted December 31, 2017 Share Posted December 31, 2017 Hey there, this is just an idea/question that came to my mind the other day and I hope this is the right section for it! There's lots of cool animation mods out there that change saber stances, moving animations, swinging motions, and .etc right? But I was wondering... is it possible to have such things but only for specific bots/NPCs/characters only? For example, adding new animations to Darth Vader so that he fights/moves more like he would in the movies but without changing how everyone else in the game moves too? Or if I download a saber stance pack, is there a way I can take those animations and add them to only one or few characters? In addition, if it is possible then does anyone happen to know how this is implemented? I'm still fairly new at modding so forgive me if this is actually a common known thing, haha. But either way, thanks for reading! Link to comment
katanamaru Posted December 31, 2017 Share Posted December 31, 2017 Yes that is completely doable. You have to use a hex editor to make the animations and player model reference each other. There's a tutorial on the site to do that. The downside is that the modded character will not work in cut scenes. Cut scenes reference specific animations that the newly hexed character can not. I used this with my backhand animations, Link animations, and Toshi did this with his Yoda model. I learned by opening Yoda and seeing how he did it. Link to comment
RecklessJames Posted January 18, 2018 Author Share Posted January 18, 2018 Yes that is completely doable. You have to use a hex editor to make the animations and player model reference each other. There's a tutorial on the site to do that. The downside is that the modded character will not work in cut scenes. Cut scenes reference specific animations that the newly hexed character can not. I used this with my backhand animations, Link animations, and Toshi did this with his Yoda model. I learned by opening Yoda and seeing how he did it. Oh I see, thank you very much for the info! What was the tutorial called? Link to comment
IrocJeff Posted January 18, 2018 Share Posted January 18, 2018 The downside is that the modded character will not work in cut scenes. Cut scenes reference specific animations that the newly hexed character can not. So lets say someone makes an animation of a stormtrooper waving his arm to signal someone. That custom animation will only work if its scripted in the playable game. If you did the same in a cutscene you would be limited to the stock animations? If I understand correctly? Link to comment
Archangel35757 Posted January 18, 2018 Share Posted January 18, 2018 No, you can create a custom cutscene Level .GLA for whatever you want... and you can call the animations from it with scripting... as I understand it. Link to comment
katanamaru Posted January 18, 2018 Share Posted January 18, 2018 If you open the assets you can see they have specific animations in them for cut scenes. These all refer back to the model.glm file. Once you hex edit the model and animations you rename the model.glm file to something like yoda_model.glm. So now the character can no longer reference the cutscene animations. Link to comment
The Punisher Posted January 19, 2018 Share Posted January 19, 2018 The downside is that the modded character will not work in cut scenes. Cut scenes reference specific animations that the newly hexed character can not.There is a workaround, at least for the player model in SP...have 2 models, one without the standard animations and a second copy with the custom animations. Use the model with the standard animations in the characters selection menu and then call the version with custom animations via npc. That's how I use Starkiller with your backhand animations. katanamaru likes this Link to comment
katanamaru Posted January 19, 2018 Share Posted January 19, 2018 Yes and I like that method. The downside is having to make multiple npcs at different power levels to fit in single player. EditThough if you set class player then it should be ok. How'd I forget that? Link to comment
RecklessJames Posted January 27, 2018 Author Share Posted January 27, 2018 @@katanamaru recently decided to try out what you said before and nothing works, I'm following this tutorial: https://jkhub.org/topic/10156-creating-an-original-humanoid-file-unique-to-one-or-more-characters/?hl=%2Banimation+%2BhexI used notepad, notepad++, a hex editor, etc. Pretty much changing any line within a .glm file causes the model to refuse to load and instead uses a default stormtrooper model in its place. So, any ideas? Link to comment
The Punisher Posted January 27, 2018 Share Posted January 27, 2018 @@katanamaru recently decided to try out what you said before and nothing works, I'm following this tutorial: https://jkhub.org/topic/10156-creating-an-original-humanoid-file-unique-to-one-or-more-characters/?hl=%2Banimation+%2Bhex I used notepad, notepad++, a hex editor, etc. Pretty much changing any line within a .glm file causes the model to refuse to load and instead uses a default stormtrooper model in its place. So, any ideas? For some reason the only program that works for me is "Hex-Editor MX". You can read more at https://jkhub.org/topic/10237-humanoid-custom-folder-help/ Link to comment
Daedra Posted January 27, 2018 Share Posted January 27, 2018 For some reason the only program that works for me is "Hex-Editor MX". You can read more at https://jkhub.org/topic/10237-humanoid-custom-folder-help/ While that is a good program, I'd recommend HxD Hex Editor. I've been able to make .glm model edits just fine with it. @@RecklessJames https://mh-nexus.de/en/hxd/ Link to comment
RecklessJames Posted January 27, 2018 Author Share Posted January 27, 2018 Thanks, I'll try out both programs! Edit: Yup it worked, "Hex-Editor MX" worked for me. Thanks for the help! Daedra and katanamaru like this Link to comment
Droidy365 Posted January 27, 2018 Share Posted January 27, 2018 While that is a good program, I'd recommend HxD Hex Editor. I've been able to make .glm model edits just fine with it. @@RecklessJames https://mh-nexus.de/en/hxd/Oh my god, thank you so much. This is the first thing to actually work for me Daedra likes this Link to comment
Siegfried Posted February 1, 2018 Share Posted February 1, 2018 Hey there, this is just an idea/question that came to my mind the other day and I hope this is the right section for it! There's lots of cool animation mods out there that change saber stances, moving animations, swinging motions, and .etc right? But I was wondering... is it possible to have such things but only for specific bots/NPCs/characters only? For example, adding new animations to Darth Vader so that he fights/moves more like he would in the movies but without changing how everyone else in the game moves too? Or if I download a saber stance pack, is there a way I can take those animations and add them to only one or few characters? In addition, if it is possible then does anyone happen to know how this is implemented? I'm still fairly new at modding so forgive me if this is actually a common known thing, haha. But either way, thanks for reading!If someone really do that, the game will be way more awesome than it already is! Link to comment
Langerd Posted February 1, 2018 Share Posted February 1, 2018 Yes that is completely doable. You have to use a hex editor to make the animations and player model reference each other. There's a tutorial on the site to do that. The downside is that the modded character will not work in cut scenes. Cut scenes reference specific animations that the newly hexed character can not. I used this with my backhand animations, Link animations, and Toshi did this with his Yoda model. I learned by opening Yoda and seeing how he did it.To fix this i recommend making the same player model using the normal _humanoid and later when making cutscenes - make new _humanoid_cutscenemap just to make cutscene animations. With this method we can use the new playermodel with diffrent animations and make him play animations in the cutscene Link to comment
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