Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Today I tried to see what you were pointing me to. I went into the MODELS/PCS and looked for the Warchief_Menu_Stance (found it in the base file under UNITS) and...
they are different sized files in the HUM_M and HUM_F folders. On second thought though, this might not matter, they work with different meshes.
The animation files are SKELETON files. I don't really know blender, but I have it here... I tried opening the mesh file so I can inspect the skeleton, and it doesn't open using the TL2 import script. It gives me a "Key Error: Bone IDs". (I get the same error with the female model.)
So I'm not sure what to do. I'm looking into it now.
edit: figured out that it wanted a skeleton file with the name "hum_f.skeleton" so I found that in the main source, then copied it over. but it didnt have a way to select the new skeleton.
then I renamed the idle animation skeleton to "hum_f.skeleton" and reopened it, and that seemed like it worked (there was some weird import log to read thrugh, there were errors maybe). But I don't see any animation play when I hit play. Kinda feel like I'm half way to being able to see this
1. Copy the original idle animation (.skeleton)
2. Convert the .skeleton file using Ogre tools into .xml
3. Rename the name that will be used by GUTS/TL2 system using Notepad and save as a new file (this is not the usual renaming of files. I have to open the file first and change something within the file)
4. Convert the .xml file back to .skeleton file
5. Put it into respective folder and add it inside the hum_m.dat and hum_f.dat files
I've been doing this for various classes and an error hasn't occurred. I can even play it in GUTS without crashes. This is why I concluded that the problem is within the system and not the animation, and also because I don't know any other reason that may cause it. During my testings, switching genders in the character selection seemed to correct the male animation; it just won't display the animation correctly for the first time.
I used ogre tools to give me xml to look at with the menu stance skeleton and ... I don't see anywhere in here anything about the particle animation that plays while the character is being selected .. I mean the effect on the ground with the whisps of flame you have going on.
I just see bones, and tracks of motion for each bone.
How did you get the particle effects in there? Honestly I don't even see any external references to go by.
— edit: actually, I think with that method you outlined I can just replace it .. hopefully that will work. I will work from IDLE_MELEEDW and see how it goes :)
Minesweeper you're a pro, thanks!
— second edit: turns out that dagger_dw and melee_dw from hum_m in the base MEDIA directory have the same problem. At least they don't have the particle effect though so I can remove that much.
To see the particle affects associated with an animation, you can either open up the file with a text editor, or, in GUTS you can open the animations from the Data Editor>Players window. Alternatively (my favorite), open a new layout, add a Generic Model with the model of your Warchief, select it, and click the Tool icon in the upper left.
With the animation editor open you can see the green dots on the timeline. If there's a particle associated with your animation, it should show up there.
Also, if the flame particle effect is part of a passive skill that the character currently has, it will show up in the character select screen. Same thing happens with the Wildling's Gaea's Favor (old Hand of Gaea).
As for Ensnare, if you wish to have an effect that pulls to a location other than the player, you can do the following:
Have the active skill summon an invisible unit that immediately casts a skill that pulls units to itself. The secondary function of the Wildling's 'Guardian' skill works like this, just making the Guardian cast the skill instead of an invisible unit... though I might switch to an invisible unit since it's more reliable.
As for Ensnare, it was something that I was considering but it was the time when I'm too tired to mod and is taking too much of my time so I wasn't able to change it. I, however, implemented it upon making the Mongol Archer. Anyways, it's up to you roberto if you want to improve it or change it entirely.
When I use this command:
The resulting file has no ATTACHPARTICLE string in it. If instead I open it in blender:
rename the file to HUM_M.SKELETON, then import the WARCHIEF_M.MESH
It does not import it very cleanly. There are no keyframes in the dopesheet. There is no attachparticle, either.
So I don't know what you mean by attachparticle being in there, I can't find it. Not in blender, not in ogre tools.
About Ensnare, if you guys want to talk about that please open a new discussion thread and talk about it there. I'm still just in the consideration stage for that one: I don't really mind the inverse knockback effect, I was just listening to the guy who made it. :)
Now, I don't know if perhaps, you may be doing something out of place since when I was still modding, I can seamlessly view the said animation in the units editor in GUTS. If you're doing something Blender-related or anything besides GUTS, then it's something that I don't know :)