tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on May 12, 2011 20:02:44 GMT -5
tom's contributions missions.txt Attachments:
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on May 12, 2011 10:25:31 GMT -5
if its possible I'd like the bomber... do you know for a fact that it is possible?
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on May 10, 2011 11:32:49 GMT -5
odds are you didn't currently have a "npcs.big".... and yea its fairly easy to make chuck invisible.
I've thought about the Chuck's a Chick project.... that really time consuming, so we'll see. I'd rather get the Infinity Mode out.
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on May 10, 2011 8:19:10 GMT -5
ha ha, that's awesome!
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on May 10, 2011 8:05:11 GMT -5
the readme.txt is in the first download, Anno1404 was nice enough to put everything together for a release, so that technically isn't my upload. Also, thank you for the Display Names, I didn't realize they were in the game! And yes, new abilities and attributes work in SKIDROW. But NOT the new animations. **UPDATE 5/10/2011**posted the "how to" on this thread
Tried adding the ninja animations into the game but ran into a problem. The jump animation with the broad sword actually works so I'm guessing its already in the game but I am not sure since I never really used swords. The problem when using broadsword is since the animation is missing he just sits there without moving and you cant move while the missing animation is playing. The animations are referenced as .anm files and are probably stored in another .big file. While I find a way to get them in here is the code for someone who wants to attempt to figure it out before I am able to. sgraph.txt // DLC Added entries // Ninja // cGenericAnimState 6 // cCategoryChooser 6 // cChooserEntryInt 6 // cAnimRef 6 // cAnimEvent 30 // cAutoAimEvent 6 // cComboAcceptEvent 6 // cAttackEvent 8 // cAudioAnimEvent 66 // cCanTurnEvent 1
// DLC // Ninja cGenericAnimState insertninjaheavy { AnimStateName = "AttackSequence" InsertUnderAnimGroup = "false" ParentNodeId = "" ChooserIntEntryValue = "8055" cCategoryChooser 2039403294 { ChooserType = "NONE" cChooserEntryInt 2976538853 { Anim = "8055" Value = "8055" } }
cAnimRef 8055 { AnimRefName = "male_ninja_attack_heavy.anm" DataRate = "1.000000" Looping = "false" Mirror = "false" ExcludeFromLowEnd = "false"
cAnimEvent COMBOBRANCHIN { Time = "0.000000" Duration = "0.000000" }
cAutoAimEvent autoaim { Time = "0.000000" Duration = "0.000000" MaxZombieDist = "2.000000" MaxIdleAngleDiff = "180.000000" MaxSteerAngleDiff = "45.000000" MaxSteerAngleDiff2 = "90.000000" MaxSteering = "180.000000" DistHasPriorityRange = "0.000000" IncludeStanding = "true" IncludeCrawling = "false" IncludeOnKnees = "false" IncludeDead = "false" UseZombieList = "false" DontSetRotation = "false" }
cComboAcceptEvent COMBOACCEPTBUTTONS { Time = "1.300000" Duration = "1.050000" }
cAnimEvent COMBOBRANCHOUT { Time = "2.270000" Duration = "8.000000" }
cAttackEvent attack_1 { Time = "0.510000" Duration = "0.100000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "weaponlight" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "true" RightHand = "false" LeftFoot = "false" RightFoot = "false" Head = "false" HandToHandAttack = "false" WeaponAttack = "true" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" GrabAndThrowZombie = "false" PushAsideAttack = "false" MaxHeightDiff = "0.000000" IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" }
cAnimEvent EARLYOUTTORUN { Time = "2.270000" Duration = "8.000000" }
cAnimEvent IGNOREBUTTONPRESS { Time = "0.000000" Duration = "2.000000" }
cAnimEvent INVINCIBLE { Time = "0.350000" Duration = "1.050000" }
cAudioAnimEvent LFtsp1 { Time = "0.250000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp1 { Time = "0.530000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunSoftRight" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp2 { Time = "0.720000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp2 { Time = "0.840000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunRight" PlaybackPercentage = "0" }
cAudioAnimEvent Pivot1 { Time = "0.840000" Duration = "0.000000" Type = "footstep" AssetName = "FtspPivot" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp3 { Time = "1.450000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunHardLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp3 { Time = "1.590000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunSoftRight" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp4 { Time = "1.970000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftRight" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp4 { Time = "2.300000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftLeft" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm1 { Time = "0.190000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmMed" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm2 { Time = "0.830000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = 0 }
cAudioAnimEvent CfoleyArm3 { Time = "1.500000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm4 { Time = "1.890000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmSlow" PlaybackPercentage = "0" }
cAudioAnimEvent Swing1 { Time = "0.570000" Duration = "0.000000" Type = "motion" AssetName = "-helditem-Swing1" PlaybackPercentage = "0" }
cAudioAnimEvent Swing2 { Time = "1.190000" Duration = "0.000000" Type = "motion" AssetName = "-helditem-Swing1" PlaybackPercentage = "0" }
cAudioAnimEvent AttackVocal1 { Time = "0.782000" Duration = "0.000000" Type = "vgasp" AssetName = "Y2Attack" PlaybackPercentage = "0" }
cAttackEvent attack_2 { Time = "1.150000" Duration = "0.200000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "weaponlight" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "true" RightHand = "false" LeftFoot = "false" RightFoot = "false" Head = "false" HandToHandAttack = "false" WeaponAttack = "true" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" ZombieTagJumpingActors = "false" PushAsideAttack = "false" MaxHeightDiff = "0.000000" IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" }
cCanTurnEvent canturn { Time = "0.250000" Duration = "0.850000" LimitRateOfTurn = "true" RateOfTurn = "0.300000" } } }
cGenericAnimState insertninjaA1 { AnimStateName = "AttackSequence" InsertUnderAnimGroup = "false" ParentNodeId = "" ChooserIntEntryValue = "8050" cCategoryChooser 2039403294 { ChooserType = "NONE" cChooserEntryInt 2976538853 { Anim = "8050" Value = "8050" } }
cAnimRef 8050 { AnimRefName = "male_ninja_attack_a1.anm" DataRate = "1.050000" Looping = "false" Mirror = "false" ExcludeFromLowEnd = "false"
cAnimEvent COMBOBRANCHIN { Time = "0.050000" Duration = "0.000000" }
cComboAcceptEvent COMBOACCEPTBUTTONS { Time = "0.400000" Duration = "0.460000" }
cAnimEvent COMBOBRANCHOUT { Time = "0.645000" Duration = "8.100000" }
cAttackEvent attack { Time = "0.420000" Duration = "0.130000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "weaponlight" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "true" RightHand = "false" LeftFoot = "false" RightFoot = "false" Head = "false" HandToHandAttack = "false" WeaponAttack = "true" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" GrabAndThrowZombie = "false" PushAsideAttack = "false" MaxHeightDiff = "0.000000" IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" }
cAnimEvent EARLYOUTTORUN { Time = "1.050000" Duration = "8.000000" }
cAnimEvent IGNOREBUTTONPRESS { Time = "0.000000" Duration = "0.400000" }
cAnimEvent INVINCIBLE { Time = "0.200000" Duration = "0.380000" }
cAutoAimEvent autoaim { Time = "0.000000" Duration = "0.300000" MaxZombieDist = "2.000000" MaxIdleAngleDiff = "180.000000" MaxSteerAngleDiff = "45.000000" MaxSteerAngleDiff2 = "90.000000" MaxSteering = "180.000000" DistHasPriorityRange = "0.000000" IncludeStanding = "true" IncludeCrawling = "false" IncludeOnKnees = "false" IncludeDead = "false" UseZombieList = "false" DontSetRotation = "false" }
cAudioAnimEvent LFtsp1 { Time = "0.270000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftLeft" PlaybackPercentage = 0 }
cAudioAnimEvent RFtsp1 { Time = "0.520000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunRight" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp2 { Time = "1.020000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp2 { Time = "1.220000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftRight" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm1 { Time = "0.060000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmMed" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm2 { Time = "0.420000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyTorso1 { Time = "0.750000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyTorsoMed" PlaybackPercentage = "0" }
cAudioAnimEvent Swing1 { Time = "0.410000" Duration = "0.000000" Type = "motion" AssetName = "-helditem-Swing1" PlaybackPercentage = "0" } }
}
cGenericAnimState insertninjaA { AnimStateName = "AttackSequence" InsertUnderAnimGroup = "false" ParentNodeId = "" ChooserIntEntryValue = "8051" cCategoryChooser 2039403294 { ChooserType = "NONE" cChooserEntryInt 2976538853 { Anim = "8051" Value = "8051" } }
cAnimRef 8051 { AnimRefName = "male_ninja_attack_a.anm" DataRate = "1.000000" Looping = "false" Mirror = "false" ExcludeFromLowEnd = "false"
cAnimEvent COMBOBRANCHIN { Time = "0.000000" Duration = "0.000000" }
cComboAcceptEvent COMBOACCEPTBUTTONS { Time = "0.350000" Duration = "0.420000" }
cAnimEvent COMBOBRANCHOUT { Time = "0.500000" Duration = "0.100000" }
cAttackEvent attack { Time = "0.350000" Duration = "0.090000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "weaponlight" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "true" RightHand = "false" LeftFoot = "false" RightFoot = "false" Head = "false" HandToHandAttack = "false" WeaponAttack = "true" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" GrabAndThrowZombie = "false" PushAsideAttack = "false" MaxHeightDiff = "0.000000" IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" }
cAnimEvent EARLYOUTTORUN { Time = "0.890000" Duration = "8.000000" }
cAnimEvent IGNOREBUTTONPRESS { Time = "0.000000" Duration = "0.350000" }
cAnimEvent INVINCIBLE { Time = "0.150000" Duration = "0.400000" }
cAutoAimEvent autoaim { Time = "0.000000" Duration = "0.250000" MaxZombieDist = "2.000000" MaxIdleAngleDiff = "180.000000" MaxSteerAngleDiff = "45.000000" MaxSteerAngleDiff2 = "90.000000" MaxSteering = "180.000000" DistHasPriorityRange = "0.000000" IncludeStanding = "true" IncludeCrawling = "false" IncludeOnKnees = "false" IncludeDead = "false" UseZombieList = "false" DontSetRotation = "false" }
cAudioAnimEvent LFtsp1 { Time = "0.190000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp1 { Time = "0.450167" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunRight" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp2 { Time = "0.840167" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkRight" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp2 { Time = "0.990000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftLeft" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm1 { Time = "0.060000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmMed" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm2 { Time = "0.360000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyTorso1 { Time = "0.680000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyTorsoFast" PlaybackPercentage = "0" }
cAudioAnimEvent Swing1 { Time = "0.350000" Duration = "0.000000" Type = "motion" AssetName = "-helditem-Swing1" PlaybackPercentage = "0" }
} }
cGenericAnimState insertninjaB1 { AnimStateName = "AttackSequence" InsertUnderAnimGroup = "false" ParentNodeId = "" ChooserIntEntryValue = "8052" cCategoryChooser 2039403294 { ChooserType = "NONE" cChooserEntryInt 2976538853 { Anim = "8052" Value = "8052" } }
cAnimRef 8052 { AnimRefName = "male_ninja_attack_b1.anm" DataRate = "1.000000" Looping = "false" Mirror = "false" ExcludeFromLowEnd = "false"
cAnimEvent COMBOBRANCHIN { Time = "0.000000" Duration = "0.000000" }
cComboAcceptEvent COMBOACCEPTBUTTONS { Time = "0.400000" Duration = "0.650000" }
cAnimEvent COMBOBRANCHOUT { Time = "0.590000" Duration = "8.000000" }
cAttackEvent attack { Time = "0.290000" Duration = "0.080000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "weaponlight" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "false" RightHand = "true" LeftFoot = "false" RightFoot = "false" Head = "false" HandToHandAttack = "false" WeaponAttack = "true" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" GrabAndThrowZombie = "false" PushAsideAttack = "false" MaxHeightDiff = "0.000000" IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" }
cAnimEvent EARLYOUTTORUN { Time = "0.533333" Duration = "8.000000" }
cAnimEvent IGNOREBUTTONPRESS { Time = "0.000000" Duration = "0.000000" }
cAnimEvent INVINCIBLE { Time = "0.100000" Duration = "0.400000" }
cAutoAimEvent autoaim { Time = "0.000000" Duration = "0.200000" MaxZombieDist = "2.000000" MaxIdleAngleDiff = "180.000000" MaxSteerAngleDiff = "45.000000" MaxSteerAngleDiff2 = "90.000000" MaxSteering = "180.000000" DistHasPriorityRange = "0.000000" IncludeStanding = "true" IncludeCrawling = "false" IncludeOnKnees = "false" IncludeDead = "false" UseZombieList = "false" DontSetRotation = "false" }
cAudioAnimEvent RFtsp1 { Time = "0.220000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkRight" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp1 { Time = "0.510000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunLeft" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp1 { Time = "1.210000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp2 { Time = "0.756334" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunSoftRight" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp3 { Time = "1.070000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkRight" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm1 { Time = "0.040000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmMed" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm1 { Time = "0.300000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm2 { Time = "1.075675" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = "0" }
cAudioAnimEvent Swing1 { Time = "0.290000" Duration = "0.000000" Type = "motion" AssetName = "-helditem-Swing1" PlaybackPercentage = "0" }
cAudioAnimEvent AttackVocal1 { Time = "0.228334" Duration = "0.000000" Type = "vgasp" AssetName = "Y1Attack" PlaybackPercentage = "0" }
}
}
cGenericAnimState insertninjaB { AnimStateName = "AttackSequence" InsertUnderAnimGroup = "false" ParentNodeId = "" ChooserIntEntryValue = "8053" cCategoryChooser 2039403294 { ChooserType = "NONE" cChooserEntryInt 2976538853 { Anim = "8053" Value = "8053" } }
cAnimRef 8053 { AnimRefName = "male_ninja_attack_b.anm" DataRate = "1.000000" Looping = "false" Mirror = "false" ExcludeFromLowEnd = "false"
cAnimEvent COMBOBRANCHIN { Time = "0.000000" Duration = "0.000000" }
cComboAcceptEvent COMBOACCEPTBUTTONS { Time = "0.400000" Duration = "0.600000" }
cAnimEvent COMBOBRANCHOUT { //Time = "0.960000" Time = "0.750000" Duration = "8.000000" }
cAttackEvent attack { Time = "0.240000" Duration = "0.180000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "weaponlight" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "false" RightHand = "true" LeftFoot = "false" RightFoot = "false" Head = "false" HandToHandAttack = "false" WeaponAttack = "true" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" GrabAndThrowZombie = "false" PushAsideAttack = "false" MaxHeightDiff = "0.000000" IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" }
cAnimEvent EARLYOUTTORUN { Time = "1.170000" Duration = "8.000000" }
cAnimEvent IGNOREBUTTONPRESS { Time = "0.000000" Duration = "0.400000" }
cAnimEvent INVINCIBLE { Time = "0.100000" Duration = "0.650000" }
cAutoAimEvent autoaim { Time = "0.000000" Duration = "0.175000" MaxZombieDist = "2.000000" MaxIdleAngleDiff = "180.000000" MaxSteerAngleDiff = "45.000000" MaxSteerAngleDiff2 = "90.000000" MaxSteering = "180.000000" DistHasPriorityRange = "0.000000" IncludeStanding = "true" IncludeCrawling = "false" IncludeOnKnees = "false" IncludeDead = "false" UseZombieList = "false" DontSetRotation = "false" }
cAudioAnimEvent RFtsp1 { Time = "0.300000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunRight" PlaybackPercentage = "0" }
cAudioAnimEvent Pivot1 { Time = "0.360000" Duration = "0.000000" Type = "footstep" AssetName = "FtspPivot" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp1 { Time = "0.460000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunSoftLeft" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp2 { Time = "1.050000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp2 { Time = "1.460000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftRight" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm1 { Time = "0.270000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = "0" }
cAudioAnimEvent Swing1 { Time = "0.260000" Duration = "0.000000" Type = "motion" AssetName = "-helditem-Swing1" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm2 { Time = "0.670000" Duration = 0.000000 Type = "cfoley" AssetName = "CfoleyArmSlow" PlaybackPercentage = "0" }
cAudioAnimEvent AttackVocal1 { Time = "0.150000" Duration = "0.000000" Type = "vgasp" AssetName = "Y1Attack" PlaybackPercentage = "0" }
} }
cGenericAnimState insertninjaC { AnimStateName = "AttackSequence" InsertUnderAnimGroup = "false" ParentNodeId = "" ChooserIntEntryValue = "8054" cCategoryChooser 2039403294 { ChooserType = "NONE" cChooserEntryInt 2976538853 { Anim = "8054" Value = 8054" } }
cAnimRef 8054 { AnimRefName = "male_ninja_attack_c.anm" DataRate = "1.000000" Looping = "false" Mirror = "false" ExcludeFromLowEnd = "false"
cAnimEvent COMBOBRANCHIN { Time = "0.000000" Duration = "0.000000" }
cComboAcceptEvent COMBOACCEPTBUTTONS { Time = "1.200000" Duration = "0.400000" }
cAnimEvent COMBOBRANCHOUT { Time = "1.530000" Duration = "8.000000" }
cAttackEvent attack { Time = "0.500000" Duration = "0.180000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "meleeheavy" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "false" RightHand = "true" LeftFoot = "false" RightFoot = "false" Head = "false" HandToHandAttack = "false" WeaponAttack = "true" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" GrabAndThrowZombie = "false" PushAsideAttack = "false" MaxHeightDiff = "0.000000" IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" }
cAnimEvent EARLYOUTTORUN { Time = "1.250000" Duration = "8.000000" }
cAnimEvent IGNOREBUTTONPRESS { Time = "0.000000" Duration = "1.200000" }
cAnimEvent INVINCIBLE { Time = "0.200000" Duration = "0.900000" }
cAutoAimEvent autoaim { Time = "0.000000" Duration = "0.400000" MaxZombieDist = "3.000000" MaxIdleAngleDiff = "180.000000" MaxSteerAngleDiff = "45.000000" MaxSteerAngleDiff2 = "90.000000" MaxSteering = "180.000000" DistHasPriorityRange = "0.000000" IncludeStanding = "true" IncludeCrawling = "false" IncludeOnKnees = "false" IncludeDead = "false" UseZombieList = "false" DontSetRotation = "false" }
cAudioAnimEvent RFtsp1 { Time = "0.200000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunSoftRight" PlaybackPercentage = "0" }
cAudioAnimEvent Pivot1 { Time = "0.200000" Duration = "0.000000" Type = "footstep" AssetName = "FtspPivot" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp1 { Time = "0.410000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkLeft" PlaybackPercentage = "0" }
cAudioAnimEvent Scuff1 { Time = "0.590000" Duration = "0.000000" Type = "footstep" AssetName = "FtspScuff" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp2 { Time = "0.840000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunHardRight" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp2 { Time = "1.160000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp3 { Time = "1.520000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkRight" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp3 { Time = "1.761000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftLeft" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm1 { Time = "0.320000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmMed" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm2 { Time = "0.550000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyLeg1 { Time = "1.230000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyLegMed" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyLeg2 { Time = "1.532000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyLegSlow" PlaybackPercentage = "0" }
cAudioAnimEvent KickFoley { Time = "0.656000" Duration = "0.000000" Type = "motion" AssetName = "HumanAttackKick" PlaybackPercentage = "0" }
cAudioAnimEvent Swing1 { Time = "0.550000" Duration = "0.000000" Type = "motion" AssetName = "-helditem-Swing1" PlaybackPercentage = "0" }
cAudioAnimEvent AttackVocal1 { Time = "0.252000" Duration = "0.000000" Type = "vgasp" AssetName = "Y2Attack" PlaybackPercentage = "0" }
cAttackEvent attack_kick { Time = "0.750000" Duration = "0.120000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "meleeheavy" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "false" RightHand = "false" LeftFoot = "true" RightFoot = "false" Head = "false" HandToHandAttack = "true" WeaponAttack = "false" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" ZombieTagJumpingActors = "false" PushAsideAttack = "false" MaxHeightDiff = 0.000000 IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" } } }
The beginning of the code are the entries added by the code so if your sgraph contains # cAnimRef 42 then after you add the code it will be # cAnimRef 48 it must be done for all entries added or game will crash. yea its a mind numbing process, I've tried and tried again with no luck. I do know that there are animation banks ("anm_") in streamedassets.big and in /data/anim/weapon/allweapons.big. I've swapped animations in weapons before and used streamedassets.big so if you're looking where to put the files for the animations, I'd go there.
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tommah
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Post by tommah on May 9, 2011 22:07:58 GMT -5
Updated again:
Free DLC now includes all abilities except the new weapons animations. For those who already downloaded just re-paste the "items.txt" codes.
If anyone has any ideas on injecting the animations into the game, feel free to try. I have the files and the codes for them but haven't been successful.
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Post by tommah on May 9, 2011 21:44:34 GMT -5
ok, I've updated the DLC. It should work now, please keep me posted as I hate releasing half-assed work... the problem was I forgot to include the football fan, psycho, and soldier heads and the outfit.cvs file was a little messed up...... oops.
inside the "readme.txt" I included how I went about doing it in case anyone is interested.
Also update (and good news) this DOES work with retail while connected to Windows Live
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Post by tommah on May 7, 2011 19:14:42 GMT -5
Free DLC Outfits?!?!?!?!You got it, after searching desperately to figure out how to get the DLC into the game, I finally figured it out and put a nice little bow on it to make it easy to use. This mostly uses Resources that are already in your game to compile them. This includes all 4 outfits and their abilities but NOT their new animations for weapons. Drag and Drop only
If you aren't using ANY other mods and just want the DLC or if you just don't know about packing and unpacking .big files, use Anno1404's download = www.zshare.net/download/8997084188c10c7b/Keep existing mods requiring packing and unpackingIf you already have mods and want to keep them, follow these steps in order to incorporate the outfits into your gamesNow onto the steps: As always, you need Gibbed.Tools from here to pack and unpack datafile.big. Step 1: Download dlc.zip file HEREStep 2: Unpack data/datafile.big with gibbed's tools. Step 3: Open items.txt and anywhere inside (top is easiest) paste this: cThemeItem Psycho { ClothingPartName = "psychopath" DecreaseDamageToPlayerPercent = "0.5" DisableInjuredState = "true" ImmuneToGettingSick = "false" OutfitName = "OUTFIT_PSYCHOPATH" }
cThemeItem SportsFan { ClothingPartName = "sportsfan" ExtraBouncesToTargets = "3" GamblingPayoutIncrease = ".30" ImmuneToGettingSick = "true" IncreasedHealthFromAlcohol = "200" IncreasedHealthFromFood = "100" IncreasedThrowDamagePercentage = "0.5" IncreasedThrowForcePercentage = "0.5" OutfitName = "OUTFIT_SPORTSFAN" SpeedBoost = "20" }
cThemeItem Soldier { ClothingPartName = "sof" ImmuneToGettingSick = "false" IncreasedAmmoMultiplier = "2.0" IncreasedBulletDamageToPlayer = ".25" IncreasedChanceToDelimbZombie = ".25" IncreasedThrowDamagePercentage = "0.5" IncreasedThrowForcePercentage = "0.5" NoAccuracyLostForGuns = "true" OutfitName = "OUTFIT_SOLDIER" }
cThemeItem Ninja { ClothingPartName = "ninja" IncreasedStackableThrowingRate = "0.75" IncreasedThrowForcePercentage = "0.25" OutfitName = "OUTFIT_NINJA" OverallIncreaseAttackDamageForThemedWeapons = "0.25" ReducedAttractionDistanceOfZombies = "0.965" ReducedChanceOfGrapple = "0.95" }
cClothingDispenserItem ninjaDispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ChangeEntireOutfit = "false" ClothingEmote = "3" ClothingIconName = "TIR_Outfit.bct" CollidableQuality = "0" CollisionType = "3" Description = "9023" DisplayName = "12123" DR2 = "true" DR2PRO = "false" InteractDistance = "2" IsChest = "true" IsFacewear = "true" IsFeet = "true" IsHands = "true" IsHead = "true" IsHeadwear = "true" IsLegs = "true" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "144" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" }
cClothingDispenserItem sportsfanDispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ChangeEntireOutfit = "false" ClothingEmote = "3" ClothingIconName = "TIR_Outfit.bct" CollidableQuality = "0" CollisionType = "3" Description = "9023" DisplayName = "12125" DR2 = "true" DR2PRO = "false" InteractDistance = "2" IsChest = "true" IsFacewear = "true" IsFeet = "true" IsHands = "true" IsHead = "true" IsHeadwear = "true" IsLegs = "true" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "145" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" }
cClothingDispenserItem psychoDispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ChangeEntireOutfit = "false" ClothingEmote = "3" ClothingIconName = "TIR_Outfit.bct" CollidableQuality = "0" CollisionType = "3" Description = "9023" DisplayName = "12121" DR2 = "true" DR2PRO = "false" InteractDistance = "2" IsChest = "true" IsFacewear = "true" IsFeet = "true" IsHands = "true" IsHead = "true" IsHeadwear = "true" IsLegs = "true" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "146" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" }
cClothingDispenserItem soldierDispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ChangeEntireOutfit = "false" ClothingEmote = "3" ClothingIconName = "TIR_Outfit.bct" CollidableQuality = "0" CollisionType = "3" Description = "9023" DisplayName = "12119" DR2 = "true" DR2PRO = "false" InteractDistance = "2" IsChest = "true" IsFacewear = "true" IsFeet = "true" IsHands = "true" IsHead = "true" IsHeadwear = "true" IsLegs = "true" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "147" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" }
Step 4: Still in datafile.big look for safehouse.txt and open it. Inside anywhere (top is easiest) paste this: cItemPlacement ninjaDispenser { ItemName = "ninjaDispenser" Location = "0.000,-1,16.800" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" }
cItemPlacement sportsfanDispenser { ItemName = "sportsfanDispenser" Location = "0.000,-1,17.800" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" }
cItemPlacement psychoDispenser { ItemName = "psychoDispenser" Location = "0.000,-1,18.800" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" }
cItemPlacement soldierDispenser { ItemName = "soldierDispenser" Location = "0.000,-1,19.800" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" }
Step 5: Repack with gibbeds the "datafile_big" folder and rename the new file "datafile.big". Step 6: Unpack data/model/npcs.big with gibbeds. Move the contents of my "npcs.big" folder into your "npcs_big" folder. Your computer will ask if you want to replace the "bigfile.xml". Select ok. Step 7: pack everything up Step 8: Play game. Outfits are placed in hallway of the safehouse. Step 9: Enjoy everything!!! Refer to included readme.txt file for questions or post here How I did thisFirst I had to download the free DLC from Windows Live and find the content on my computer. After I found where everything was saved, I saw there were separate outfit files just like any other outfits. I threw them in the npcs.big file but got an error afterwards. After some trial and error I found that the game automatically rejects anything with "dlc" in the name. I took out "dlc_" out of every filename and the files packed just fine. Second I opened the outfits.cvs file in datafile.big which lists the different outfits and found the DLC outfit towards the bottom and deleted the "dlc_" part from each piece. Third was trying to make a clothing dispenser. I had to use trial and error with changing the "OutfitId" number so that I eventually matched the dispenser to the DLC outfit. the "OutfitId" is a reference to the outfits.cvs file. After placing the cClothingDispenserItem where I wanted in the safehouse, everything was set to go. Maybe in the future I'll separate the outfits so you can put on pieces.... we will see
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tommah
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Post by tommah on May 7, 2011 13:26:44 GMT -5
AnimationAttackChooserValue is the animation reference number of the AnimationAttackName... i.e. "AnimationAttackChooserValue0 = "111"" = "AnimationAttackname0 = ""male_attack_bass_guitar_a""....
althought I'm not EXACTLY sure what you guys are doing, I think you would only need to copy the ValueForHand, ValueForIdle, and ValueForWalkRun.... because the the survivors don't pickup, put down, or throw the items.
hope this helps
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tommah
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Post by tommah on May 3, 2011 9:46:36 GMT -5
ok, looking into it I think its the "JustApplySimpleDamage" because I'm finding that same value in the Chef Antoine battle (when he tackles you) although strangely they are all "false"
so maybe the deltahealth or healthboost control how often?
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tommah
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Post by tommah on May 3, 2011 9:32:00 GMT -5
from what I can find he just used these in sgraph.txt
DeltaHealth = 75.000000 DeltaHealth = -100.000000 JustApplySimpleDamage = "true" HealthBoost = -100
odds are we have to put this in all the AnimEvents in sgraph.txt so that no matter what animation he does he's losing health
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tommah
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Post by tommah on May 3, 2011 2:06:16 GMT -5
insanely good find, I tested and it definitely works (while idle). Kills a lvl 50 in 10 min.
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Post by tommah on May 1, 2011 14:50:44 GMT -5
missions.txt Attachments:
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Post by tommah on Apr 28, 2011 23:29:50 GMT -5
wow... I can't believe I over looked that... thanks for the update and thanks for the compliment
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Post by tommah on Apr 27, 2011 7:28:35 GMT -5
in my items.txt "MaxDamageDealtPerAttack" is only like 90. If you changed it, it may be confused by the number if there's a number cap. try a lower number
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tommah
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Post by tommah on Apr 22, 2011 10:27:00 GMT -5
although I just realized that I dunno if this will work in Overtime Mode....
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Post by tommah on Apr 22, 2011 9:55:34 GMT -5
thanks!
it's a little annoying that I spent like a week working on this damn tiger thing only to find out there's not THAT much too it....
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Post by tommah on Apr 22, 2011 9:08:24 GMT -5
Cringer/Battlecat is spawned in the safehouse at the beginning of the game and is re-recruitable whenever you go back to the safe house. This took me quite a while to figure out and go figure it turned out to be quite easy. First you need to make a seperate Snowflake so it doesn't interfere with the original. So in items.txt enter this... cSurvivorItem srv_snowflake1 { Age = "3" AssetFilename = "data/models/npcs/snowflake" AttackZombiesAndBosses = "true" AudioShoeType = "5" AwarenessArc = "180" AwarenessRange = "15" CanDefect = "false" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonTiger" ClearPrejoinWhenHitByPlayer = "false" DamagePerMeleeAttack = "200" DefectsCowardly = "false" Description = "65507" DisplayName = "65626" DR2 = "true" FullName = "81599" HealthAmount = "3000" HealthState = "0" HearingRange = "5" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" LocatedPrestigePoints = "15000" MeleeAttackDistance = "12" ModelOffsetForwards = "0.8" ModelOffsetToGround = "0.243" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_snowflake.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" RescueQuote = "65508" SafeHouseRoom = "8" SavedPrestigePoints = "30000" ShowUpInNoteBook = "true" SkeletonSlotName = "SkeletonTiger" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "false" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "50" cMeleeAttackBehaviour attacking { DelayBetweenAttacks = "0.05" }
} now in missions.txt put this code: cMissionSpawnNPC TigerPack1 { DefaultBehaviour = "Idle" NPCName = "srv_snowflake1" Rotation = "-1.1" SpawnPoint = "-6.8,-3,34" cMissionDialogue TigerPack1D0 { AutoStart = "true" Dialogue0 = "65508" JoinChuckAfter = "true" LoopThisNode = "true" } } here: This places it in the "Gifts for Katey" mission that lasts the entire game. Normally when you spawn snowflake and come back to the safehouse you rescue him and lose him. The way around this is the "LoopThisNode = "true"" line. You will still save him but whenever you approach him in the safehouse he will join you. odds are you can do these steps for any survivor if you find one you really like.
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tommah
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Post by tommah on Apr 22, 2011 9:01:24 GMT -5
**UPDATE**He-man with Cringer/BattlecatI know it doesn't look like the original He-man but hey, if film makers can make modern superheroes so can I. I modified Cringer (snowflake) so that he has more health, more melee damage, a large attack area, and unable to defect. Super Snowflake, if you will. For instructions on how I did this, see the post below this one He-man SwordIn items.txt cPlayerWeaponItem hemansword { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_QUICKRELEASE" ActionButton1 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton2 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionTargetCrawlerOnly6 = "false" AnimationAttackChooserValue0 = "198" AnimationAttackChooserValue1 = "161" AnimationAttackChooserValue2 = "373" AnimationAttackName0 = "male_2hand_heavy_7_to_4_a" AnimationAttackName1 = "male_2hand_2_to_7_b" AnimationAttackName11 = "male_throw_1hand_object" AnimationAttackName2 = "male_2hand_1_to_5_ground" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "10" AnimationChooserValueForWalkRun = "0" AnimBankName = "2hand_bank1" Arbitraty_Slice = "true" AssetFilename = "hemansword" AssociatedMagazineType0 = "8" AttackAudioAssetName0 = "FireAxeHitBody" AttackAudioAssetName1 = "FireAxeHitBody" AttackAudioAssetName2 = "FireAxeHitBodyBig" AttackDamage0 = "75" AttackDamage1 = "75" AttackDamage2 = "500" AudioActionBits = "256" AudioCollisionProfile = "2" AudioFilename = "fx_broadsword" AudioItemName = "Broadsword" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.1" ComboBlendDuration1 = "0.15" ComboBlendDuration2 = "0.1" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" DisplayName = "50078" DR2 = "true" Durability = "35" EffectAudio0 = "5" EffectAudio1 = "5" EffectAudio2 = "5" EffectOnImpact0 = "213" EffectOnImpact1 = "213" EffectOnImpact2 = "358" EffectOnVictim0 = "280" EffectOnVictim1 = "280" EffectOnVictim2 = "280" FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction2 = "HITREACTION_WEAPON_SLICE_VERTICAL" Friction = "25" HandlingStyle = "0" HandsForPickup = "1" HitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction2 = "HITREACTION_WEAPON_SLICE_VERTICAL" IconFilename = "w_broadsword" ImpactIsSynchronized2 = "false" Impulse0 = "0" Impulse1 = "0" Impulse2 = "0" InteractDistance = "1.3" InventoryInteractionType = "0" Is_Cliche = "true" Is_Sharp = "true" IsWeapon = "true" LoadDistance = "25" LocatorOrientationOffset = "0.000,0.000,0.000,1.000" LocatorPositionOffset = "0.0,0.0,0.0" MaxProjectileDamage = "75" ProjectileFatalHitReaction = "51" ProjectileHitImpulse = "1" ProjectileHitReaction = "13" PropEffectLocator0 = "30" PropEffectsOnCondition0 = "1" PyroEffect0 = "38" PropEffectDuration1 = "4" PropEffectLocator1 = "16" PropEffectLocatorIndex1 = "1" PropEffectsOnCondition1 = "4" PropEffectStartDelay1 = "0.5" PyroEffect1 = "213" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "0" ResetComboSeqCounter1 = "true" ResetComboSeqCounter2 = "true" ResetComboSeqCounter3 = "false" Restitution = "0.01" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" SurvivorWeapon = "true" ThrowAngleDegrees = "5" ThrowEffectAudio = "2" ThrowEffectOnImpact = "280" ThrowEffectOnVictim = "9" ThrowForce = "20" ThrowRange = "30" ThrowSpin = "17.5,0,0" UnlimitedDurability = "true" VibrationPattern0 = "5" VibrationPattern1 = "5" VibrationPattern2 = "10" WeaponCanSliceLimbs = "true" WeaponType = "3" Weight = "15" cAttachedToZombieInfoItem faxe_attached_info { DamagePerSecondWhenAttachedToZombie = "60" PositionToStickTo = "2" StickableArea = "0" StickableAsProjectile = "true" StickArbitrarily = "true" } } in safehouse.txtcItemPlacement hemansword { ItemName = "hemansword" Location = "-18.2,-4.3,-2.5" PropState = "-2" Rotation = "1.000,0.000,0.000,1.000" } He-man Battle AxeIn items.txtcPlayerWeaponItem heman { AchievementCategory = "3" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "43" AnimationChooserValueForWalkRun = "0" AnimBankName = "SwordShield" AssetFilename = "heman" AttachPropToBoneType = "1" AudioActionBits = "256" AudioCollisionProfile = "1" AudioFilename = "fx_spikedswordshield" AudioItemName = "SpikedSwordShield" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DisplayName = "50744" DR2 = "true" Durability = "300" FiringRate = "0.000" Friction = "25" HandlingStyle = "0" InteractDistance = "1.4" InventoryInteractionType = "0" Is_Blocking = "true" Is_Blunt = "true" Is_Cliche = "true" Is_Humour = "true" IsWeapon = "true" MaxProjectileDamage = "50" Restitution = "0.01" ThrowRange = "22.5" WeaponType = "2" Weight = "5" cOverridePrimaryPropInfoItem ssword { PrimaryPropAssetName = "hemanaxe" }
cSecondaryPropInfoItem sshield { DR2 = "true" SecondaryPropAssetName = "hemanshield" Support = "true" } }
cPlayerWeaponItem hemanaxe { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionButton1 = "PLAYERBUTTON_CHARGEUP" ActionButton2 = "PLAYERBUTTON_QUICKRELEASE" ActionButton3 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton4 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton6 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton7 = "PLAYERBUTTON_QUICK_ATTACK" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKFINITECHARGE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState6 = "ANIMSTATE_FREEFALLATTACKTOIDLE" ActionDesiredAnimState7 = "ANIMSTATE_FREEFALLATTACKTOIDLE" ActionRequiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState6 = "ANIMSTATE_RUNJUMPB" ActionRequiredAnimState7 = "ANIMSTATE_JUMPB" ActionTargetCrawlerOnly5 = "false" AnimationAttackChooserValue0 = "358" AnimationAttackChooserValue1 = "358" AnimationAttackChooserValue2 = "366" AnimationAttackChooserValue3 = "367" AnimationAttackChooserValue4 = "368" AnimationAttackChooserValue6 = "3" AnimationAttackChooserValue7 = "4" AnimationAttackName0 = "male_attack_defiler_miss" AnimationAttackName1 = "male_attack_defiler_charge" AnimationAttackName2 = "male_battleaxe_7_to_3_a_nv" AnimationAttackName3 = "male_battleaxe_3_to_7_b_nv" AnimationAttackName4 = "male_attack_battleaxe_heavy" AnimationAttackName6 = "male_defiler_jump_1_to_5_lfoot_long" AnimationAttackName7 = "male_defiler_jump_1_to_5_lfoot_short" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "10" AnimationChooserValueForWalkRun = "0" AnimBankName = "Defiler" Arbitraty_Slice = "true" AssetFilename = "hemanaxe" AssociatedMagazineType0 = "8" AssociatedMagazineType1 = "12" AttackAudioAssetName0 = "BattleAxeHitBody" AttackAudioAssetName1 = "BattleAxeHitBody" AttackAudioAssetName2 = "BattleAxeHitBody" AttackAudioAssetName3 = "BattleAxeHitBody" AttackAudioAssetName4 = "BattleAxeHitBody" AttackAudioAssetName6 = "BattleAxeHitBodyBig" AttackAudioAssetName7 = "BattleAxeHitBodyBig" AttackDamage0 = "75" AttackDamage1 = "125" AttackDamage2 = "125" AttackDamage3 = "125" AttackDamage4 = "500" AttackDamage6 = "150" AttackDamage7 = "150" AudioActionBits = "256" AudioCollisionProfile = "1" AudioFilename = "fx_battleaxe" AudioItemName = "BattleAxe" AudioUnloadDeferralTime = "1" CollidableQuality = "0" CollisionType = "3" ComboBlendDuration0 = "0.2" ComboBlendDuration1 = "0.175" ComboBlendDuration2 = "0.2" ComboBlendDuration3 = "0.25" ComboBlendDuration4 = "0.2" ComboBlendDuration6 = "0.1" ComboBlendDuration7 = "0.1" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendXZToUse3 = "2" ComboBlendXZToUse4 = "2" ComboBlendXZToUse6 = "2" ComboBlendXZToUse7 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" ComboBlendYToUse3 = "2" ComboBlendYToUse4 = "2" ComboBlendYToUse6 = "2" ComboBlendYToUse7 = "2" DisplayName = "50841" DR2 = "true" Durability = "40" EffectAudio0 = "5" EffectAudio1 = "5" EffectAudio2 = "5" EffectAudio3 = "5" EffectAudio4 = "5" EffectAudio6 = "5" EffectAudio7 = "5" EffectOnImpact0 = "352" EffectOnImpact1 = "57" EffectOnImpact2 = "352" EffectOnImpact3 = "352" EffectOnImpact4 = "352" EffectOnImpact6 = "352" EffectOnImpact7 = "352" EffectOnVictim0 = "280" EffectOnVictim1 = "280" EffectOnVictim2 = "280" EffectOnVictim3 = "280" EffectOnVictim4 = "280" EffectOnVictim6 = "280" EffectOnVictim7 = "280" EffectOnWeapon0 = "155" EffectOnWeapon1 = "155" EffectOnWeapon2 = "155" EffectOnWeapon3 = "155" EffectOnWeapon4 = "155" FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction3 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction4 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction6 = "HITREACTION_WEAPON_SLICE_VERTICAL" FatalHitReaction7 = "HITREACTION_WEAPON_SLICE_VERTICAL" Friction = "25" HandlingStyle = "0" HandsForPickup = "1" HitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction3 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction4 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction6 = "HITREACTION_WEAPON_SLICE_VERTICAL" HitReaction7 = "HITREACTION_WEAPON_SLICE_VERTICAL" IconFilename = "w_battleaxe" IgnoreAnyComboRequests3 = "false" Impulse0 = "10" Impulse1 = "10" Impulse2 = "10" Impulse3 = "10" Impulse4 = "10" Impulse6 = "10" Impulse7 = "10" InteractDistance = "1.3" InventoryInteractionType = "0" IsWeapon = "true" LoadDistance = "40" MaxProjectileDamage = "100" ProjectileFatalHitReaction = "74" ProjectileHitImpulse = "1" ProjectileHitReaction = "79" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "0" RequiredComboSeqCounter3 = "1" RequiredComboSeqCounter4 = "2" RequiredComboSeqCounter6 = "0" RequiredComboSeqCounter7 = "0" ResetComboSeqCounter0 = "false" ResetComboSeqCounter1 = "false" ResetComboSeqCounter2 = "false" ResetComboSeqCounter3 = "false" ResetComboSeqCounter4 = "false" ResetComboSeqCounter6 = "false" Restitution = "0.05" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_ActiveInThirdPerson = "false" Reticle_Type = "1" SurvivorWeapon = "true" ThrowAngleDegrees = "5" ThrowEffectAudio = "5" ThrowEffectOnImpact = "280" ThrowEffectOnVictim = "20" ThrowForce = "10" ThrowSpin = "0,0,40" UnlimitedDurability = "true" VibrationPattern0 = "5" VibrationPattern1 = "5" VibrationPattern2 = "5" VibrationPattern3 = "5" VibrationPattern4 = "5" VibrationPattern6 = "10" VibrationPattern7 = "10" WeaponCanSliceLimbs = "true" WeaponType = "4" Weight = "30" cAttachedToZombieInfoItem BattleAxe_attach { DamagePerSecondWhenAttachedToZombie = "60" PositionToStickTo = "0" StickableArea = "0" StickableAsProjectile = "true" StickArbitrarily = "true" }
cLimbDestroyInfoItem BattleAxe_Slice { Limb0 = "0" mFlags0 = "1024" mFlags1 = "1024" mFlags2 = "1024" mFlags3 = "1024" mFlags4 = "1024" ProbabilityOfExploding0 = "1" }
}
cPlayerWeaponItem hemanshield { AnimationAttackName0 = "male_attack_samurai_sword_a" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "43" AnimationChooserValueForWalkRun = "0" AssetFilename = "hemanshield" AttachPropToBoneType = "1" AudioActionBits = "256" AudioFilename = "fx_spikedswordshield" AudioItemName = "SpikedSwordShield" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DisplayName = "50744" DR2 = "true" Durability = "300" Friction = "25" HandlingStyle = "0" InteractDistance = "0" InventoryInteractionType = "0" Is_Blocking = "true" Is_Blunt = "true" Is_Cliche = "true" Is_Humour = "true" IsWeapon = "true" PlayerInteractVisionAngle = "0" ProjectileFatalHitReaction = "34" ProjectileHitImpulse = "1" ProjectileHitReaction = "3" Restitution = "0.01" Support = "true" UnlimitedDurability = "true" WeaponType = "2" Weight = "5" } in safehouse.txtcItemPlacement heman { ItemName = "heman" Location = "-17.9,-4.3,-2.5" PropState = "-2" Rotation = "0.000,-1.000,0.000,0.000" }
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tommah
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Post by tommah on Apr 22, 2011 7:47:18 GMT -5
from the sounds of THAT ^ error, Geo2Obj is a 64-bit program
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tommah
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Post by tommah on Apr 20, 2011 11:49:29 GMT -5
you use quickbms.exe to extract the .tex file... when extracted, it is converted to a .dds file.
the files in an unpacked .tex file (using gibbed.tools) aren't .dds files and can't be edited
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tommah
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Post by tommah on Apr 20, 2011 10:14:36 GMT -5
the third bump map is "_map"
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tommah
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Post by tommah on Apr 19, 2011 23:31:29 GMT -5
sorry, not that I know of... All my models were made by the process I just mentioned, only many more steps to get every piece.
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Post by tommah on Apr 19, 2011 12:44:20 GMT -5
yep, that's right... set the blue oyster legs to the facewear and they'll still show up where they were meant to. Good Luck!
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tommah
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Post by tommah on Apr 19, 2011 11:28:23 GMT -5
you're thinking about this the same way I initially thought about this, taking random mesh and adding them to existing meshes. Although that MAY be possible (no one has successfully done it, yet) there's a different way of going about this.
essentially what you would do is open the .big file of an oufit and remove every "geo_" entry you don't need from the "SceneDescription" and pack it up... now if you want to wear this, you'll have to set it to a piece of clothing you aren't using.
now naked model modding is tough because what you figured out, there's never chuck's body underneath clothing. The way around this is to swap this with a "facewear_" item, I always swap the facewear_Hygiene_Mask because its close in the Royal Flush Plaza. That was you put on your naked outfit, run and put on the hygiene mask but instead of putting the hygiene mask on he'll throw on the groin cover.
hope that helps...
by the way, does chuck have legs underneath the blueoyster pants? or is it empty?
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tommah
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Post by tommah on Apr 18, 2011 14:08:24 GMT -5
that and it'll be easier for people to know who to ask for what
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tommah
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Post by tommah on Apr 18, 2011 13:21:49 GMT -5
hmmm.....not a bad idea ... also I feel like my weapons are a lot more badass than my skins.....but I dunno up to you
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tommah
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Post by tommah on Apr 18, 2011 13:15:40 GMT -5
dibs on "Master of the Universe"
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Post by tommah on Apr 18, 2011 12:53:03 GMT -5
I pretty much just use the tutorial on the forum here... I've just done it enough to speed through it.
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Post by tommah on Apr 18, 2011 11:36:12 GMT -5
second file Attachments:
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