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RE: Animatedprops Tutorial

Posted: Thu Jun 07, 2007 4:13 pm
by Snork
You all know about Jabba on Jabbas Palace. You think, Oh! I want Jabba in my map! So you put him in your map, and it crashes the game. You go to the forums, and see you need the munged folder of Tatooine. So I got thinking, it uses ANIMS files. Regular units use ANIMS files. So here we have Jabba's ODf:

Code: Select all

[GameObjectClass]

ClassLabel = "animatedprop"
GeometryName = "tat3_bldg_jabba.msh"


[Properties]

GeometryName = "tat3_bldg_jabba"
AnimationName = "tat3_bldg_jabba"
Animation = "idle"
Animation = "grab"

SoundProperty = "jabba_amb"

AnimationTrigger = "grab hp_hotspot 3.0"
So I copied the ODF file and changed it to:

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[GameObjectClass]

ClassLabel = "animatedprop"
GeometryName = "gam_inf_gamorreanguard.msh"


[Properties]

GeometryName = "gam_inf_gamorreanguard"
AnimationName = "gam"
Animation = "gam_sabre_stand_walkforward"


SoundProperty = ""

After taking all the Gamorrean MSH and MUNGED files out of the GAM assets folder, putting them in the world folder, and placing one, guess what happens. I got a prop ingame of a Gamorean running in place. But anyway, heres how you get the anims.

Go to the assets/sides/Gam/MUNGED folder. In there, there is an ANIMS file named Gam. go into that file with notepad and you will see this:

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ucft
{
ANIM
{
"gam_sabre_diveforward"
"gam_sabre_stand_attack1a"
"gam_sabre_stand_death_backward"
"gam_sabre_stand_death_forward"
"gam_sabre_stand_death_left"
"gam_sabre_stand_death_right"
"gam_sabre_stand_getupback"
"gam_sabre_stand_getupfront"
"gam_sabre_stand_hitback"
"gam_sabre_stand_hitfront"
"gam_sabre_stand_hitleft"
"gam_sabre_stand_hitright"
"gam_sabre_stand_idle_emote"
"gam_sabre_stand_landhard"
"gam_sabre_stand_landsoft"
"gam_sabre_stand_runbackward"
"gam_sabre_stand_runforward"
"gam_sabre_stand_walkforward"
}
}

When you find an animation that sounds good, scroll to the bottom of this post and copy the template Propanim ODF. Highlight the animation name you want without the quotes and put it here:

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AnimationName = "gam"
Animation = "gam_sabre_stand_walkforward"
Also important, for AnimationName put the name of the anim file, gam in this case.

After that, copy the Munged from Gam, and all the MSH, TGA and OPTION files you need, and bam, place it in a map, and it should work. Please Note: Some animations I have tried with this method crash the game. DO NOT make a new Animprop and put it into a map your working on without first making sure it works on a testmap. Thankyou for reading, I hope this helped. Here is the animprop template:

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[GameObjectClass]

ClassLabel = "animatedprop"
GeometryName = ".msh"


[Properties]

GeometryName = ""
AnimationName = ""
Animation = ""


SoundProperty = ""

Posted: Thu Jun 07, 2007 4:25 pm
by EGG_GUTS
Nice find. I'm glad they started letting people join again.

Posted: Thu Jun 07, 2007 5:26 pm
by Caleb1117
Neat, so using this I could make an animated Idle emperor. (hintthe_emperorhint)

Posted: Thu Jun 07, 2007 5:32 pm
by Snork
Yup! I'll try and make one for you. I'm bored right now, so I might as well.

Posted: Thu Jun 07, 2007 5:44 pm
by Caleb1117
Wow, thanks that would save me some precious time.
Time I could use to learn to spell X- I

Posted: Thu Jun 07, 2007 5:45 pm
by Snork
hmmm....crashed the game

EDIT
I had a feeling it would. Every time I mess with the emperor it either crashes my game, doesnt come out the way I want, or messes up the model

Posted: Thu Jun 07, 2007 6:06 pm
by Rekubot
Thanks man, nice tutorial. Oh, and welcome to Gametoast! It's not everybody who makes a tutorial in their second post ;).

It may be to do with the fact that the Emperor has a cloth material attached. You could try removing it and seeing what happens then, but then again I don't think you actually can remove his cloak.

Posted: Thu Jun 07, 2007 6:27 pm
by The_Emperor
Messing with the Emperor is bad :D

Nice tut man,and welcome to GT :D I'd be quite happy ifyou would be able to make an animated Emperor prop :D

Posted: Fri Jun 08, 2007 7:26 am
by Snork
No, you can remove his cloak. It has to do with his animation or something. The other thing, is that the cloak WOULDN'T be on him, so he would look freaked out. Notice in the pic I posted, Vader has no cape.

Posted: Mon Jun 11, 2007 8:17 am
by Qdin
I've done this months ago :P

Unfortunately I ended up with a small problem with the collision... (didn't read your tutorial through - browsed it swiftly :roll: )

So you've got a collisionproblem or..?