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Lord_Newbie

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Everything posted by Lord_Newbie

  1. Open your animations.cfg file and look for this 'missing' anim. If it doesn't exist copy the line from JO's _humanoid folder.
  2. 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. 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? It will not work unless you interfere in the JA sp code (galak mech does not have his AI / class in JK3). Absolutely no problem. The impframe cmd should do it's job.
  3. 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)
  4. 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
  5. 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
  6. 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.
  7. 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...
  8. Try without including .glm extension in misc_model_ghoul (unless you alrdy did it xd)
  9. Try without including the "models" in the models' path.
  10. Could you post here the entity's spawncode? (both misc_model_breakable and misc_model_ghoul)
  11. What exactly are you trying to place?
  12. Have you tried adding misc_model_breakable with a right path to a GLM ? (including the glm extension)
  13. 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:
  14. Thanks for the replies guys, you're so quick o.O 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.
  15. 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.
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