View Full Version : [TEC] Anyone dealt with animations?
urfisch
03-05-10, 06:25 AM
Is there anyone, who tried to get a look into the gr2 animations of the game? My granny viewer always crashes, when loading an animation.
Gotmilk
03-05-10, 07:31 AM
same here :yeah:
Heretic
03-05-10, 09:31 AM
I've been able to use the Granny viewer I d/l from here : http://www.radgametools.com/granny/download.html. The animations currently in the game are just scratching the surface of what's in there. It makes me really interested to see what this thing can do. I'm trying to find how they link the various body parts with an individual crewmen so I can change uniforms, add caps, etc. It's not done the same way as SH4. There are some text files in the submarine folders that look to control animations for various states. I haven't messed with them enough to know if they do anything.
We need to find out how body parts and animations are assigned to crewmen. And how crewmen are assigned to the various places in the sub.
Try opening, for example, the bunker files with the Goblin editor (data/terrain/locations/bunker.*).
You'll figure it out.
urfisch
03-05-10, 10:30 AM
i opened some files with the goblin editor, but i have no access to the shown animations. i just can see them all in one place or, single animation files are not shown at all, just in the tree on the left. but the editor window stays gray...
:hmmm:
Heretic
03-05-10, 11:40 AM
Lack of familiarity with the tools and confusion about the file relationships is the problem at the moment.
piri_reis
03-05-10, 11:58 AM
Lack of familiarity with the tools and confusion about the file relationships is the problem at the moment.
It'll take time to learn all this new formats/relationships. Even if coming from SH3/SH4 there are new scripts and data formats. Some will concentrate on the interface, some on AI, some on graphics and animation... People will write tutorials/quick documents about their experiences and the forum itself will be full of information. Perhaps after a few needed patches, when the devs get the time, they might scribble some notes about the tools too, even now they're here answering questions :up:
The more you dig the files/tools the more you see how moddable this thing is and sky is the limit.
Heretic
03-05-10, 12:51 PM
Progress. The sub crews body parts are assigned the waypoints chr files. I haven't gotten it to open properly in Goblin editor. Says I'm missing Sapiens.dll and controllers. I have edited the file in a hex editor and successfully changed a guys uniform. It's pretty limited, but proves I have the correct file.. I need to figure out how to edit the files properly.
urfisch
03-05-10, 01:19 PM
nice progress! thank you! keep us informed...im really looking forward, to change 3d data...and animations
Heretic
03-05-10, 02:35 PM
Scripting pulls it all together. This is something I'm more familiar with. You can make the crewmen do the various animations depending on many variables and states. I think I can get more crewmen on the bridge and get the mad pointin' fellas to behave in a more appropriate manner pretty soon.
Looking thru the scripts, it looks like during the tutorial, more stuff was supposed to happen around you. Dunno if I just missed it or it's not working properly.
urfisch
03-05-10, 02:53 PM
scripting is one of my "nogos"...
:D
i m more familiar with 3d modeling and 2d graphics stuff...
Heretic
03-05-10, 04:54 PM
I few hours fiddling and I got the bridge watch using binocs. It's rough since the animations using binocs don't match up to the CT waypoints the same way as the CT animations. Gonna need some custom work there, I imagine. I think we'll be able to take the WO off the UZO, then put him back when at battle stations. You can send crewmen to any of the waypoint locations defined in the 3D models so we can get more crew on the bridge (4 spots there). There'll probably be clipping issues until more custom work is done. I don't know anything yet about adding more crew or exactly how everything connects together.
http://webpages.charter.net/mdpeyton/SH5/crew.jpg
BlackSpot
03-05-10, 05:56 PM
ALRIGHT! :salute:
urfisch
03-06-10, 04:51 AM
yeah heretic...this is nice! i knew, you would crack the pot...
;)
Progress. The sub crews body parts are assigned the waypoints chr files. I haven't gotten it to open properly in Goblin editor. Says I'm missing Sapiens.dll and controllers. I have edited the file in a hex editor and successfully changed a guys uniform. It's pretty limited, but proves I have the correct file.. I need to figure out how to edit the files properly.
You have to set up the game path in the Goblin editor, in order to load the .dlls from their actual folder, you can do that from the menu.
You will be able to edit the .chr files properly after that.
Heretic
03-06-10, 08:55 AM
Thanks Pintea!
Heretic
03-06-10, 02:28 PM
A few more hours fiddling and I've learned that you can do pretty much everything with scripting. You can add and remove hats, binoculars, change uniforms, change heads (bye Mr. Eyepatch), trigger animations, send the crewman to different places. There are triggers for attacking, being attacked, submerged, surfaced, taking damage, torpedo hit, loading ,nearby explosions. It's going to take me awhile to get it all figured out. No idea yet on the performance impact, but it'll definitely be something to keep an eye on.
GermanGS
03-06-10, 02:39 PM
Can someone please explain what are you guys editing with. i try to open with goblin editor but nothing opens and i don't get how actually change anything in it. can someone make a little tutorial with some sample work for a newbie??
THE_MASK
03-06-10, 02:56 PM
Can someone please explain what are you guys editing with. i try to open with goblin editor but nothing opens and i don't get how actually change anything in it. can someone make a little tutorial with some sample work for a newbie??
Read the "how to" post , its explained in there .
Heretic
03-06-10, 03:15 PM
Can someone please explain what are you guys editing with. i try to open with goblin editor but nothing opens and i don't get how actually change anything in it. can someone make a little tutorial with some sample work for a newbie??
I'm only editing the Crew AI scripts (aix files). They are just text files, open in notepad or your favorite text editor.
To preview the meshes and animations, I am looking at the files in the characters folders using Granny Viewer, a free download. You can google it.
Tomi_099
03-06-10, 03:40 PM
I'm only editing the Crew AI scripts (aix files). They are just text files, open in notepad or your favorite text editor.
To preview the meshes and animations, I am looking at the files in the characters folders using Granny Viewer, a free download. You can google it.
---------------------------------------
:salute:
Hi Folks!
You have so quickly because we will make the Patsch yourself!
Respect!
urfisch
03-08-10, 08:15 AM
bump
GermanGS
03-08-10, 05:44 PM
Thanx Alot. ive been messing with Aix files and noticed that in static position, they Teleport to new stations, maybe its changeable to like move or walk or go to ? did anyone try this ??
capthelm
03-08-10, 07:08 PM
Progress. The sub crews body parts are assigned the waypoints chr files. I haven't gotten it to open properly in Goblin editor. Says I'm missing Sapiens.dll and controllers. I have edited the file in a hex editor and successfully changed a guys uniform. It's pretty limited, but proves I have the correct file.. I need to figure out how to edit the files properly.
nice job , goblin editor looks quite powerful , had a peek myself loaded up a 3d model of one of the uboats.
out of my league though this stuff...
i mainly deal in audio work for games, and light texture + file editing.
hats off to guys that dive deep into code, and wire mesh 3d model making. :rock:
kapitan_zur_see
03-11-10, 10:39 AM
Problem is that animations implementation quite lack flexibility. You can't set start point/end point for example, you can't set angle so if you find an animation where a guy climb up a ladder and the animation was done with a ladder supposed to be oriented plain north, you won't be able to turn the entire animation 90° left if your ladder is not facing north...
I've tried importer/exporter for GMAX that are specific to the granny2 tools that devs used to make the game. Community from the neverwinter night game that also uses granny2 made some for Gmax, but apparently, it doesn't work with SH5 models and returns an "unknown exception" and gmax CTD.
It's not THIS modder friendly after all... you can fiddle with what already exist within the game, but don't you try ADDING stuffs! There it becomes less than what we had with Skvasjer excellent S3D back for SH4 or what we can do these days with SH3.
Scripts however are great idea, but unless you can't tweak anims and etc...
oscar19681
03-14-10, 07:52 PM
any progress in thei field?
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