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  • Creating Weapons

    Assuming we've got a model - how can I take a weapon and change its characteristics? What I'd like to do is take a great sword and make it usable as a great katana instead. I believe the easy way would be to just simply change the actual model itself into a "Great Katana" - but how is that done? Is there somewhere to change the status of it?

    Ideally I'd like to keep it stored on the back because in all honesty - having a great sword at your side would look rather ridiculous. I realize this would take a bit of animation changes however.

    Any help would be appreciated I'd love to have the Great Sword look - but I can't stand the animations. GK ones are vastly superior for a hume anyway

  • #2
    Re: Creating Weapons

    On all races great sword animations are fully interchangable with great katana animations.

    Just take a greatsword and move it into the place of the GKT you want to replace.

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    • #3
      Re: Creating Weapons

      I've swapped the dats... However it swings like a great sword and not a great katana. The Weapon Skill animations are as they should be of course but the stances & attacks are not. That's what I'm trying to change... =/ Perhaps going through and changing the animations one by one is the only way to manage this. Would take a helluva long time though ;D

      But where in the actual code or the model does it actually designate what type of weapon it actually is?

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      • #4
        Re: Creating Weapons

        you can swap the stance animations. i did that for my elvaan (stupid GS stance). the only problem is that the put-away animation is in the same DAT as the stance so that GS is going to be put away on your side like a GK (and vice versa).

        Thanks Yyg!

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        • #5
          Re: Creating Weapons

          I got a question related to this but I don't think it's worth it's own topic.

          I tried swapping the hume dual weild animation with the Hume AA animation and ran into a bit of trouble. Anyone know if it's possible to swap them successfully or should I just not bother?
          "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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          • #6
            Re: Creating Weapons

            NHT - Is it put away on your side and then reappears on your back? Also - how exactly did you swap them out... Requires hex editting I believe? Or is there an easier way to do that. I know there was a tutorial here posted but there were some followups saying it didn't work

            Link was as follows...

            http://www.ffxionline.com/forums/dat...ight=animation

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            • #7
              Re: Creating Weapons

              Is it put away on your side and then reappears on your back?
              Yes
              Also - how exactly did you swap them out... Requires hex editting I believe? Or is there an easier way to do that.
              you just have to find the correct DAT for your race for the animation (check in modelviewer, i don't remember off the top of my head) and copy/replace with the other DAT (make sure to backup first!).

              simple things like this, where the two DATs are the same type (weapon/stance animations) don't require hex editing. what ppl were trying to do in that link was try to make a DAT do something that was not intended to do (/panic for spell casting).

              Double Post Edited:
              Originally posted by Ziero
              I got a question related to this but I don't think it's worth it's own topic.

              I tried swapping the hume dual weild animation with the Hume AA animation and ran into a bit of trouble. Anyone know if it's possible to swap them successfully or should I just not bother?
              NPC animations to PC animations are bit trickier. you might have to do the stuff in the link posted above for something like that (i just wouldn't bother with it).
              Last edited by neighbortaru; 04-10-2006, 10:04 AM. Reason: Automerged Doublepost

              Thanks Yyg!

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              • #8
                Re: Creating Weapons

                Aha! Thank you very much. I'll back things up and give it a shot after class Cheers.

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                • #9
                  Re: Creating Weapons

                  Ziero> Not to mention the AA is many times your size, so swapping the animation is like sticking it's giant skeletal frame and stretching your hume skin across it. Got a similar result when I tried to shrink bahamut to wyvern size. Ended up with a squiggly pile of bahamut colored lines going everywhere.

                  More Weapons

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