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Post by crispymodder on Jul 10, 2011 10:29:28 GMT -5
How would I go about replacing Chucks standard two punches with the two hook punches associated with the boxing and mma gloves? I assume I need to change some things in sgraph.txt?
Looking at the items.txt file, it looks like the animations names for the hook attacks are:
AnimationAttackName2 = "male_attack_Righthook_a" AnimationAttackName3 = "male_attack_Lefthook_b"
Any help?
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Post by anno1404 on Jul 10, 2011 12:59:01 GMT -5
How would I go about replacing Chucks standard two punches with the two hook punches associated with the boxing and mma gloves? I assume I need to change some things in sgraph.txt? Looking at the items.txt file, it looks like the animations names for the hook attacks are: AnimationAttackName2 = "male_attack_Righthook_a" AnimationAttackName3 = "male_attack_Lefthook_b" Any help? Looks like a job for ubiquitous. no clue myself.
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Post by crispymodder on Jul 10, 2011 13:17:01 GMT -5
Ah well, hopefully he'll see this thread then.
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Post by ubiquitous on Jul 10, 2011 17:44:56 GMT -5
Not exactly sure but you would have to locate it in sgraph as its one of chuck's default actions without props and I don't think it can be modified through items.txt. If they are in the same Animation Group it will be easy as you will just need to change the Anim = # to match the ones in the Hook punch.
So for example lets say that
Default Punch L { Anim = 203 Value = 0 }
Default Punch R { Anim = 204 Value = 1 }
Hook Punch L { Anim = 208 Value = 10 }
Hook Punch R { Anim = 209 Value = 11 }
You would have to modify the values for Default punch anim to match Hook Punch so it would turn to this.
Default Punch L { Anim = 208 Value = 0 }
Default Punch R { Anim = 209 Value = 1 }
Hook Punch L { Anim = 208 Value = 10 }
Hook Punch R { Anim = 209 Value = 11 }
Keep in mind this would only work if they are both contained in the same AnimGroup and the Value = # must remain the same or when your game tries to locate Value = 0 and there is no zero it will likely crash. By changing only the Anim = # it can still access it but now it tells it to load the code from cAnimRef # found in the Anim value.
Sorry if it makes no sense I am not very good at explaining I will take a look at it when I have some time though but I make no promises as this is out of my skill level.
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Post by crispymodder on Jul 11, 2011 4:44:41 GMT -5
No obligations man, it's cool Im no scripter, but I'll experiment with it a bit and hope it get's somewhere when I get some spare time. If you find something, do check back in this thread.
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Post by ubiquitous on Jul 12, 2011 6:11:52 GMT -5
Played around with this for a bit today and I got some good news bad news type of deal.
I will start with the bad news so you can at least end with some hope. Bad news is they are not in the same animation group so not a simple Anim = value change and animations seems to be somehow restricted to certain groups.
Ok now on to the somewhat good news . I copied the code from the glove hook over to the default hook animations and like I mentioned they seem to be restricted to the weapon category I am guessing. So when the animation would play Chuck would go into a T-Pose and freeze until hit.
I then picked up some MMA Gloves to test out the animation so I could see what it was and then I switched back into bare hands and the hook matched that of the gloves. While having gloves in the inventory I could do the hook animation without freezing and without having the gloves equiped. I am guessing that this may be possible with any type of animation as long as an item that can access that animation is in the inventory.
So to conclude this post these are my findings: - Animations restricted to certain groups/items. - Can use different animations for default actions as long as an item that can access that animation remains in an inventory.
Another alternative to having these animations might be finding them in streamedassets.big or wherever they are contained and replacing the male_attack_punch_hook_Left.anm with the Gloves Hook doing that for both left and right hands. I am not sure if this would work but if it did it would certainly be easier and more effective than the sgraph approach for now.
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Post by crispymodder on Jul 12, 2011 8:06:27 GMT -5
Very interesting, thank you for sharing. Would you mind posting your sgraph.txt, or breaking down exactly what you did so that I can do it in my sgraph.txt?
We might not find out how to perma-replace chucks animations, but this works just as well.
Again, thank you for the work you put into the modding community. Much appreciated ;D
I know the anim values of the hooks are 293 and 294, but what are the values of chucks default punches? I have no idea where to find them in the sgraph.
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Jul 12, 2011 9:28:31 GMT -5
I ran into a similar problem when changing animations of weapons and came to this conclusion: until you pick up a weapon with animation you want to use, the animation doesn't "exist" yet. Once you pick up the weapon (MMA gloves) the animations is loaded into the game and can then be used. In order to get this to work permanently, you'll have to swap the actual animation "files", not the entries. So what you'll need to do is: 1. unpack streamedassets.big, inside streamedassets_big unpack the "anm_MMAGloves_spiked" and find the .anm files you want to use. 2. unpack \anim\default.big then unpack \anim\default_big\fullbody.big AND root.big. 3. inside fullbody_big and root_big (same filenames) delete the default punches you want to overwrite, remember or write down the names of the .anm files. 4. Copy .anm files you want to use from "anm_MMAGloves_spiked" and paste them into "fullbody_big" and "root_big", renaming them to the files you just deleted. 5. delete streamedassets_big folder, pack fullbody_big and root_big 6. pack default_big 7. play
and that's how you overwrite animations. Long process but high reward. This SHOULD work, CHECK THIS OUT
I used basically the same method in the Gambit Stick, grabbed animations from 3 or 4 different weapons but adding and overwriting .anm files like I just mentioned in these steps. if you need help finding names of the animations you want to use, let me know and I'll help.
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Post by crispymodder on Jul 12, 2011 10:15:46 GMT -5
Works perfectly! Let me see if I can get a video up...
Thanks guys!
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Post by anno1404 on Jul 12, 2011 10:26:50 GMT -5
Works perfectly! Let me see if I can get a video up... Thanks guys! A video would be awesome! Nice you are here, hope to see more of your work soon. Please upload your datafile.big also.
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Post by crispymodder on Jul 12, 2011 10:27:06 GMT -5
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Post by anno1404 on Jul 12, 2011 10:30:07 GMT -5
what is the first file, I cant access mediafire now. thanks for uploading!
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Post by crispymodder on Jul 12, 2011 10:37:47 GMT -5
First one is the videofile, and the second one is the datafile.bg. Let me see if I can get the video up somewhere else.
Can you access megaupload? If so, here's the video. www.megaupload.com/?d=R4OAT8F1
I noticed the link to the datafile.big is on the first post now. FYI, in that same datafile I've modified the damage value for the mma gloves and the ammunition for the merc assault rifle.
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tommah
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Where's My Wiskey
Posts: 1,270
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Post by tommah on Jul 12, 2011 12:08:09 GMT -5
so did you get it working with only modding sgraph.txt? or did you use my steps as well?
if you used my steps you'll need to upload your "default.big" files since that has the correct animations
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Post by crispymodder on Jul 12, 2011 13:15:52 GMT -5
I used your method, and it worked fine with the spiked mma glove punching animations, but there are issues with hit detection with some other animations that will need some sgraph editing I believe.
Unfortunately it's too late to upload my default.big since I've edited it again, but I can recreate it later and upload it. For now I'm going to experiment with sgraph and see if I can get the spinning roundhouse kick from anm_MMAGloves_spiked.big to work in place of the haymaker skill move. The animation works fine, it's just that it doesn't hit the zombies.
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Post by anno1404 on Jul 12, 2011 13:31:51 GMT -5
First one is the videofile, and the second one is the datafile.bg. Let me see if I can get the video up somewhere else.
Can you access megaupload? If so, here's the video. www.megaupload.com/?d=R4OAT8F1
I noticed the link to the datafile.big is on the first post now. FYI, in that same datafile I've modified the damage value for the mma gloves and the ammunition for the merc assault rifle. I can't access megaupload on this server. We usually post videos on youtube, then use the [youtube][/youtube] link. thanks for making video and adding datafile I used your method, and it worked fine with the spiked mma glove punching animations, but there are issues with hit detection with some other animations that will need some sgraph editing I believe. Unfortunately it's too late to upload my default.big since I've edited it again, but I can recreate it later and upload it. For now I'm going to experiment with sgraph and see if I can get the spinning roundhouse kick from anm_MMAGloves_spiked.big to work in place of the haymaker skill move. The animation works fine, it's just that it doesn't hit the zombies. I guess i will assume this default.big added to top of page works.
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tommah
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Where's My Wiskey
Posts: 1,270
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Post by tommah on Jul 12, 2011 13:32:24 GMT -5
good luck, all animation properties are in sgraph.txt
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Post by crispymodder on Jul 12, 2011 13:59:10 GMT -5
Success! I edited a few values and now the hit registers properly. The question is which value was the correct one. I'll experiment a bit to pin point it and then I'll report back.
I compressed it, so the quality is pretty bad, but you can see what's going on anyway.
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Post by anno1404 on Jul 12, 2011 13:59:42 GMT -5
Success! I edited a few values and now the hit registers properly. The question is which value was the correct one. I'll experiment a bit to pin point it and then I'll report back. I removed: [table][tr][td]Replacing Chucks hand to hand animations: [url=http://www.mediafire.com/?4o9utjz4nydwzau]datafile.big[/url] see Tom's posting below on how this is done.[/td][/tr][/table] from the beginning post, as the files appear like this is all in flux. You are welcome to add this back (with video!) when everything is settled.
I compressed it, so the quality is pretty bad, but you can see what's going on anyway. nice job! nice to see someone so active on the forums, who responds so quickly
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Post by crispymodder on Jul 12, 2011 14:01:37 GMT -5
I'll reupload the .big files on mediashare, and the first video on youtube. For now, you can always look at the second video I posted in the comment before yours. Looks like we commented at the same time
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Post by crispymodder on Jul 12, 2011 14:33:30 GMT -5
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Jul 12, 2011 14:41:29 GMT -5
I know this isn't my mod and I'm not entirely sure.... but I'm pretty positive you need to include your modded "default.big"
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Post by crispymodder on Jul 12, 2011 14:51:38 GMT -5
I did, it's in the mediafire link along with sgraph. They're both in the same .rar file
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Post by ubiquitous on Jul 12, 2011 15:15:35 GMT -5
Nice job good to see you got things working Sorry for late reply but if you are still looking for the default hook punch values then these are it. cChooserEntryFloat male_attack_punch_hook_left540578 { Anim = 1783 Value = 1.000000 }
cChooserEntryFloat male_attack_punch_hook_right90250 { Anim = 2701 Value = 1.000000 }
Should also find other Chuck values if you keep scrolling down after the hook_right AnimState code block
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tommah
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Where's My Wiskey
Posts: 1,270
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Post by tommah on Jul 12, 2011 16:12:56 GMT -5
I did, it's in the mediafire link along with sgraph. They're both in the same .rar file Oh, alrighty-then. Good job
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