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Post by Freako on Dec 10, 2011 23:19:21 GMT -5
I found these unused skill moves that were already converted from DR1 but were never used in CaseWest/Off The Record They're located in anim/default.big/fullbody.big They're still in the files and look like they'd work if I knew how to enable them. The exception is the Football Tackle move, that was in Case West but It was replaced with the Roundhouse Kick in Off The Record. The Sledgehammer attacks are Frank's animations from Dead Rising 1, these attacks were used in Case West but not in Off The Record. Also Frank's Dead Rising 1 nightstick animations seem to have been converted but were not used in either Case West or Off The Record. I have no idea how skill moves could be replaced but I thought I'd bring this to attention in case anyone wants to figure it out.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Dec 10, 2011 23:22:57 GMT -5
Are those files from Case West or OTR?
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Post by Freako on Dec 10, 2011 23:42:06 GMT -5
Off The Record.
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Dec 12, 2011 9:36:59 GMT -5
animations reference are all in datafile.big>sgraph.txt. Its a mess of a file but if you want to add animations you have to add them in that file. There was one modder that hasn't been on in a while that knew sgraph.txt inside and out, ubiqous or something like that. He successfully added or changed animations to unused animations in DR2. You could try getting a hold of him or I suppose I could help out with my limited knowledge of sgraph.txt
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Post by Freako on Dec 13, 2011 3:05:52 GMT -5
If anyone wants to take a stab at it, go ahead.
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Post by ubiquitous on Jan 2, 2012 14:50:37 GMT -5
My fond times with sgraph yes those were better days. Looking at datafile OTR and it contains 2 sgraphs not sure why it could be one per main character for online use. Anyways sgraph was tricky to navigate since it would break things easily but if you knew how to modify it then it became a little more workable.
In essence sgraph works like this:
// Top of File contains lines that indicate how much of each event are contained in the file // if the file contains more than stated in the header of the file then it will crash # cHealthEvent 40 # cPlayerAnimEvent 20
// There must be 40 or less health events in the file or it will crash. cAnimGroup Some_Group { cPlayerAnimEvent SomeAnimation { // I'm unsure how animations are converted into a number and plugged into the file line File = 2318292 }
cPlayerAnimEvent SomeAnimation2 { File = -1583168 } }
cAnimGroup Some_Group2 { cPlayerAnimEvent SomeAnimation3 { File = 442134 }
cPlayerAnimEvent SomeAnimation4 { // Animations within the same group can be swapped with simple text replacement File = -123332 // File = 442134 but cannot become (File = -1583168) since that is located in group 1 } }
Since animations are only loaded when an item that requires them is picked up and in your inventory then that is why its tricky to have them working under any condition and that is why you must modify a working entry with your code. If you can get all animations to load regardless of items on hand then you wouldn't have to worry about groups and could get any animation working with any item.
I hope its not too confusing since it's not once you get the hang of it. The hard part is navigating the file but after you get an idea even that becomes easy just time consuming at times when you don't know what you are looking for.
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Post by anno1404 on Jan 2, 2012 15:04:10 GMT -5
excellent explanations of sgraph ubiq
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