RE: Animatedprops Tutorial
Posted: Thu Jun 07, 2007 4:13 pm
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:
So I copied the ODF file and changed it to:
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:
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:
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:
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"Code: Select all
[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:
Code: Select all
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:
Code: Select all
AnimationName = "gam"
Animation = "gam_sabre_stand_walkforward"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:
Code: Select all
[GameObjectClass]
ClassLabel = "animatedprop"
GeometryName = ".msh"
[Properties]
GeometryName = ""
AnimationName = ""
Animation = ""
SoundProperty = ""