Dead Rising 2/OTR PC Mods
« Remove all clothing animations when Chuck changes »

Welcome Guest. Please Login or Register.
May 22, 2013, 11:54am





Dead Rising 2/OTR PC Mods :: Dead Rising 2 Modding (PC) :: Mod Releases :: Other Modifications :: Remove all clothing animations when Chuck changes
   [Search This Thread] [Share Topic] [Print]
 AuthorTopic: Remove all clothing animations when Chuck changes (Read 3,927 times)
anno1404
Administrator
*****
member is offline

[avatar]



Joined: Oct 2010
Posts: 1,694
Karma: 11
 Remove all clothing animations when Chuck changes
« Thread Started on Apr 11, 2011, 2:16am »

[clothingbox]
Remove all clothing animations

For the files to remove all clothing animations, see link below to download.







Clothing animations 4 new never before seen animations

As someone who is attempting to take screenshots of all clothing and all survivors using the 40 survivor clothing HUGE mod, I HATE the repetitive clothing animations when Chuck changes into new clothes. for months I have been trying to get rid of them. Thanks to Tom's suggestion, I am closer to doing this.

How clothing animations are choosen

There are 10 clothing animations in the final game. they are numbered from -1 to 8, including 0.

Each piece of clothing is given to chuck in a dispenser.

In datafile/datafile.big/items.txt each of the 90 dispensers (all dispensers?) have a line

ClothingEmote = "#"

With a number from -1 to 8.

Emote means to portray emotion in a theatrical manner

The huge complex file datafile/datafile.big/sgraph.txt determines Chuck's animations among other things.

In this 411,877 line file is the following section:

Code:
cGenericAnimState 451
{
    AbsoluteTranslationMode = "false"

    cCategoryChooser cRandomChooser
    {
        ChooserType = "CLOTHING"

        cChooserEntryInt male_cowboy_dance310777
        {
            Anim = 2098
            Value = 8
        }

        cChooserEntryInt EyeWear310777
        {
            Anim = 2099
            Value = 0
        }

        cChooserEntryInt Formal310777
        {
            Anim = 2100
            Value = 1
        }

        cChooserEntryInt Headwear310777
        {
            Anim = 2101
            Value = 2
        }

        cChooserEntryInt Macho310777
        {
            Anim = 2102
            Value = 3
        }

        cChooserEntryInt Novelty310777
        {
            Anim = 2103
            Value = 4
        }

        cChooserEntryInt Shoes310777
        {
            Anim = 2104
            Value = 5
        }

        cChooserEntryInt WomensClothing310777
        {
            Anim = 2105
            Value = 6
        }

        cChooserEntryInt Youth310777
        {
            Anim = 2106
            Value = 7
        }

        cChooserEntryInt male_clothing_emote_arthur110109
        {
            Anim = 2107
            Value = 9
        }

        cChooserEntryInt male_clothing_emote_ken270020
        {
            Anim = 2108
            Value = 10
        }

        cChooserEntryInt male_clothing_emote_protoman110211
        {
            Anim = 2109
            Value = 11
        }

        cChooserEntryInt Headwear01
        {
            Anim = 2110
            Value = 12
        }

    }


Each of the number in ClothingEmote = "#" correspond to the animation listed here. Since each is fairly descriptive it is quite easy to decide which animation you want to use in each dispenser

Default animation and -1

Deleting or hiding the ClothingEmote line (using // before the line) or using ClothingEmote = "-1" (which items.txt uses, but is not used in the above sgraph coding), seems to give Chuck a default animation, where he puts his hands up to his upper chest, and then rolls down his sleeves towards his wrist. It maybe the Formal310777 animation above.

NEW ANIMATIONS

Note the 9 -12 animations? These are the most emote animations, which were never shown in the game.


Photos of all 14 animations.
« Last Edit: Jul 9, 2011, 10:32am by anno1404 »Link to Post - Back to Top  IP: Logged

[image] DR 2 mod guide: Organizing all forum info No registration required anyone can edit.

Get email alerts to threads * Infinity mode

Too: lets keep all this dropbox love out of every post that contains a download
tommah
Administrator
*****
member is offline

[avatar]

Where's My Wiskey

[aim]

Joined: Jan 2011
Gender: Male
Posts: 987
Karma: 25
 Re: The DEAD RISING 2 INFINITY MODE PROJECT
« Reply #1 on Apr 15, 2011, 10:27am »

you weren't able to change the Emote in items.txt for the animation?


*Update*

looking into it I don't think you can remove the animations, I tried changing the value to a number that doesn't have an animation attached to it and tried removing it completely. In both instances it reverted to Chuck's animation for changing into default clothes.

I honestly think the best course of action is just changing it to either the coolest or the quickest animation... my opinion is the Protoman animation, that's a pretty cool thing to start out with
« Last Edit: Apr 18, 2011, 3:31pm by anno1404 »Link to Post - Back to Top  IP: Logged

[image]

TOMMAH'S MODS - Weapons, Models, and Reskins, Oh my!
anno1404
Administrator
*****
member is offline

[avatar]



Joined: Oct 2010
Posts: 1,694
Karma: 11
 TIR uniform animations
« Reply #2 on Apr 15, 2011, 1:22pm »

first, there is a stupid clothing animation at the beginning of infinity mode which I cannot solve. This means the player must wait for about 15 seconds for the animation to end and the hostile people to begin their attack.


Apr 15, 2011, 10:27am, tommah wrote:
you weren't able to change the Emote in items.txt for the animation?

*Update*

looking into it I don't think you can remove the animations, I tried changing the value to a number that doesn't have an animation attached to it and tried removing it completely. In both instances it reverted to Chuck's animation for changing into default clothes.

I honestly think the best COA is just changing it to either the coolest or the quickest animation... my opinion is the Protoman animation, that's a pretty cool thing to start out with


Okay here is the situation, I cannot figure out what piece of clothing is attached to the TIR uniform in biketutorial. There are 90 clothingemote sections in items.txt, changing all of them does nothing to the TIR outfit.

I DO know that this particular TIR outfit is attached to the cChooserEntryInt Formal310777 clothing animation, because when i gut this animation alone, Chuck puts his arms out and slowly floats.

I tried to swap the animation with another one, and the game crashed.

I gutted Formal310777 a little less, changing the times, to 0, and chuck stops moving, and never moves again.

So at this point, my only choice is: Ignore it

I will work on it some more.

Thus far the only changes I have made are very dramatic and detrimental.

Thanks for your ideas!



ClothingEmote = "-1" PROGRESS



data/datafile.big/Items.txt:

cClothingDispenserItem DefaultChuckHairDispenser

only use of:

ClothingEmote = "-1" in all of the items.txt file

Great news:

ClothingEmote = "-1" DOES NOTHING. It does not manipulate Chuck at all.


I remember when I placed this -1 value on the author helmet (pictured). Same thing: no animation.

Problem is when I place this same -1 emote value on TIRHelmetDispenser and TIROutfittDispenser then start the infinity mode arena, Chuck STILL does the same stupid formal animation.

Tom did you say you were able to get chuck to do another animation in the arena, and if so how?

Progress, slow, slow progress.

At least the community now knows how to turn off all animations, but this one.
[image]



I really wonder a lot where is Chuck outfitted? If we can figure out how he is outfitted, we will have the ability to have chuck change outfits from one area to another.

Any idea where this outfit change coding might be? (don't say exe file)

« Last Edit: Jun 5, 2011, 10:30am by anno1404 »Link to Post - Back to Top  IP: Logged

[image] DR 2 mod guide: Organizing all forum info No registration required anyone can edit.

Get email alerts to threads * Infinity mode

Too: lets keep all this dropbox love out of every post that contains a download
maddacheeb
Dedicated Member
*****
member is offline

[avatar]



Joined: Nov 2010
Gender: Male
Posts: 1,009
Karma: 5
Posted using the ProBoards Mobile AppClothing animations 4 new never before seen anim.
« Reply #3 on Apr 18, 2011, 4:00pm via the ProBoards Mobile App »

Nice! I always liked Frank's different reactions in DR when he put on new clothing.
Link to Post - Back to Top  IP: Logged
anno1404
Administrator
*****
member is offline

[avatar]



Joined: Oct 2010
Posts: 1,694
Karma: 11
 No clothing animations --change clothing from area
« Reply #4 on Apr 18, 2011, 6:18pm »


Apr 18, 2011, 4:00pm, maddacheeb wrote:
Nice! I always liked Frank's different reactions in DR when he put on new clothing.


LOL, I guess there are two types of people. Some people seem to really like them, and others loathe them.

I loathe them :) and have always wanted to get rid of them. (especially in the HUGE MOD, where you can change into 40 different people) it is so tedious to have to watch the same animation 10 times in 20 minutes. :/

Hmmm... it appears I may have erased the google search bar.

Update:

Things to try to remove animation from arena:

Search for tiroutfit .big file? the animation use?

Change tir outit in items.txt to something else, see if clothes then change in arena




Created items.txt file where all ClothingEmote fields are "-1" meaning no clothing emotes/animations.

Instructions:

Unzip downloaded no clothing emote animations items txt file.zip file

Unpack data/datafile.big with gibbed's

Backup items.txt

Place this downloaded items.txt file is data/datafile.big

Repack datafile.big with gibbed's

Rename the repacked file to datafile.big

Start the game.






See:

Case Zero Ending Mystery Revealed


On how to change chucks clothing from area to area, according to Case Zero files.


Code:
cCineClothesChangeEvent change_clothes
    {
        Duration = "0.0333"
        OutFitID = "18"
        Time = "58.1667"
    }

    cCineClothesChangeEvent force_default_clothes
    {
        Duration = "0.0333"
        OutFitID = "0"
        Time = "0"
    }





failed attempts to change clothing emote

One success, the rest failures.

Attempting to change the 2100 animation:

CHANGE ANIMATIONS - SUCESSFUL

Displays the 2111 animation:

Code:
    cAnimGroup 2100 //infinity mode
    {

        cRandomChooser random
        {

            cChooserEntryFloat male_clothing_emote_formal_01280011
            {
                Anim = 2111
                Value = 0.000000
            }

        }
    }


REMOVE WITHIN MAIN BRACKETS

Crashes at beginning

Code:
    cAnimGroup 2100 //infinity mode
    {




    }


DELETED COMPLETELY :

Deleted the 2100 section entirely. Crashes when debug jump loads

CHANGE TO DIFFERENT NON CLOTHING EMOTE:

CRASHES:

Code:
    cAnimGroup 2100
    {

        cRandomChooser random
        {

            cChooserEntryFloat male_clothing_emote_formal_01280011
            {
                Anim = 928
                Value = 0.000000
            }

        }

    }


CHANGE TO DIFFERENT NON CLOTHING EMOTE:

Chuck floats, arms out on side, cannot regain control of Chuck.

Code:
cAnimGroup 2100
    {

        cRandomChooser random
        {

            cChooserEntryFloat male_clothing_emote_formal_01280011
            {
                Anim = 2697
                Value = 0.000000
            }

        }
    }


Please login to download attachments.
« Last Edit: Jun 5, 2011, 10:31am by anno1404 »Link to Post - Back to Top  IP: Logged

[image] DR 2 mod guide: Organizing all forum info No registration required anyone can edit.

Get email alerts to threads * Infinity mode

Too: lets keep all this dropbox love out of every post that contains a download
   [Search This Thread] [Share Topic] [Print]

Loading
Click Here To Make This Board Ad-Free


This Board Hosted For FREE By ProBoards
Get Your Own Free Message Boards & Free Forums!
Terms of Service | Privacy Policy | Notice | FTC Disclosure | Report Abuse | Mobile