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  • #16
    Re: Movement Edits.

    Originally posted by LadyPeorth
    I'm curious in swapping in the Mithra at the fishing guild's bend over pose. I'd like to have that as my Summoning magic animation (both the pose and the casting animation are multiple files) so it looks like I'm blowing a kiss each time I summon an avatar
    using model viewer I found the .dat #'s for animations yeah

    unfortunantly the "other" posses besides idle, run, walk do not work without some special editing otherwise the only place ya gonna see them other emotes is in model viewe rthat can load emote g430 g401 etc doing ingame /g430 n stuff does nothing

    http://www.neko-sentai.com -fear!

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    • #17
      Re: Movement Edits.

      Yea I figured as much.

      Need to find the pointers that point to what file loads what. Then can simply move the pointer files/
      All spells obtained!
      Homam Gear: 2/5

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      • #18
        Re: Movement Edits.

        Originally posted by Michaera
        How do you find them? Is there a way to check it in the modelviewer that I was missing, or do you use a different program?
        Not sure if this helps, but there's an option under settings that allows you to show animation .DAT numbers. I only realized it was there when the numbers in the upper right weren't changing with the animations.

        EDIT: After playing around a bit, I ran into an interesting (?) problem. Having chosen Semih Lafihna's idle pose (1-4-45), I tried swapping it with 1-51-90. When I checked my results in Modelviewer, I now had 4 Idle stances (Idl, Idl, IdlA, IdlB), and when I checked in the game, it was IdlA stance. On top of this, the main and secondary weapons (archer's knives) were both stuck in the floor (a la how they appear in Modelviewer). I suspect that it has something to do with the fact that Semih has a bow on her back as part of her stance.

        So a general question to those far better versed in .DAT swapping and computers in general: are there any fixes to these problems? Is movement animation swapping done solely for kodak moments and not used in game? And lastly a bit off topic, but is there any way for to make your ranged weapon appear on your back (a la Semih). As it stands now, I've restored the .DATs to normal.

        For fun's sake, I include this pic as a sort of vain hope:
        Attached Files
        Last edited by Danarhys; 11-21-2005, 08:50 PM.
        "Where is your god now..."

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        • #19
          Re: Movement Edits.

          Answers simple to why the "weapons on the floor" because their is no weapon holding animation for these "other posses" so weapons go to the default position centered to the characters feet.

          http://www.neko-sentai.com -fear!

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          • #20
            Re: Movement Edits.

            Thanks for the quick reply. I figured it was something like that. C'est la vie...
            "Where is your god now..."

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            • #21
              Re: Movement Edits.

              I've been a bit curious about 'emote swapping' myself as of late and I was just wondering two things.

              Would it be possible to swap the hume AA's battle stance and the galka marksmanship stance with the regular humes stances? Just wondering if anything like this has been done before and if so, did it work out well?

              Any info would be appriciated.
              "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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              • #22
                Re: Movement Edits.

                Originally posted by Ziero
                I've been a bit curious about 'emote swapping' myself as of late and I was just wondering two things.

                Would it be possible to swap the hume AA's battle stance and the galka marksmanship stance with the regular humes stances? Just wondering if anything like this has been done before and if so, did it work out well?

                Any info would be appriciated.
                Not possible because of the "height" and positioning of the arms etc arn't in the same place, so the game will try to stretch pixels to that location causing some eratic mess (if it can even be swapped)

                You cna't even do some of the hume AA posses on the hume male model I think because the height would offset the animations.

                Like my mithra is medium I tried some the mithra AA moves, spell casting and running look fine but death just messes up compleatly.

                http://www.neko-sentai.com -fear!

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                • #23
                  Re: Movement Edits.

                  You'd think some program like Lightwave woudl be able to manage these motion files and edit them. But the large problem is conversion. As SquareEnix uses their own coding (ontop of the fact that its japaneese coding. Its honestly better to see if we can identify a program that can edit the motion files that is japaneese and then translate it to american freeware.

                  The big problem is, who can search for such a program? If it was available you'd think the Japaneese players would have found it by now.

                  Art done by Fred Perry.

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                  • #24
                    Re: Movement Edits.

                    I'm sure this is a quick and stupid question, but I've also been screwing around with emote switching...but whenever I try and replace an emote, all it seems to do is overlay the model for the NPC whose emote I'm stealing on top of the original model which results in some kind of hideous swamp-thing-esque mess. How do you separate out individual emotes from the files and import them over the old?

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                    • #25
                      Re: Movement Edits.

                      ok could someone summarize how to try this out? theres a settings option in MV to view movement .dats? i would really like to play with this a bit but im not sure how to go about it for starters

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                      • #26
                        Re: Movement Edits.

                        Now I'm interested in this. I should have never looked up tha animations ;_;

                        I'd also like a better explanation to how the switching works. I didn't really notice any info about animation dats, it seemed to me that it only showed model dats even with animation dat information marked in menu.

                        I'd also like to know if and how it would be able to mix animations from different sources.

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                        • #27
                          Re: Movement Edits.

                          This is best I can explain why some thigns work and don't.

                          If you notice NPC's have IdleA b C D RUn walk etc

                          The .dat only works "because" both you and the NPC has "walk" or "run" or "idle"

                          You cna't swap things like g4a1 to panic emote and hope it to work even if you remvoed the file compleatly out becuase the .dat file has hardcoded into it that a g4a1 does "this emote" for "mithra" and trying /g4a1 ingame will do nothing

                          so basically only thing you can hope for is hume male use hume male emotes/hume male NPC emotes, mithra to mithra emotes from NPC's etc until someone finds a tool that cna alter this.

                          Only thing I seen that could have a chance of doing this is VRS and I don't think anyones figured out how to get this far yet except custom posses from within the viewer itself.

                          http://www.neko-sentai.com -fear!

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                          • #28
                            Re: Movement Edits.

                            if you open up a movement dat in word, you can see words like idl, wlk, run, etc. i have not tried it yet, but i am wondering if you can alter those to make them work.

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                            • #29
                              Re: Movement Edits.

                              Originally posted by Yasmine
                              if you open up a movement dat in word, you can see words like idl, wlk, run, etc. i have not tried it yet, but i am wondering if you can alter those to make them work.
                              I havne't tried that perosnnaly but I'm thinking its like exe files, altering it will "alter the coding" to where that file/program no longer works.

                              lemme know if it works though that would be ncie if it did w Kinda in dynamis now so can't check O_o

                              http://www.neko-sentai.com -fear!

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                              • #30
                                Re: Movement Edits.

                                I feel a bit dense here not being able to figure this out.

                                If you use modelviewer, where in it can you see which dat/location of dat for animations?

                                I feel like all I see is model numbers.

                                Some simple guide, or maybe the actual dat numbers for a few NPC animations so I could look around until I saw something with the right numbers could also be helpful.

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