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Messages - EpicFrySauce

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Modification Help / Re: [Resource/Beta 0.4] Custom Player Animations
« on: June 27, 2012, 02:30:12 AM »
Update: So I recently wiped my entire hard drive (backing everything up of course.) I need to copy over the project files; I plan on resuming and wrapping up this project in July. As I said earlier, I will make a polished tutorial on how to use this resource, it's just a matter of motivation and getting around to it.

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Modification Help / Re: [Resource/Beta 0.4] Custom Player Animations
« on: June 08, 2012, 12:43:26 PM »
How can I bring this into the MilkShape 3D environment. I rather use a program I'm more experienced with than jump into something I will get lost in. Will there eventually be an option .ms3d download for these? I can assure you I may not be the only one that would like this too.

Yes, at some point I will include a Milkshape format into the package, but it doesn't take priority yet...

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Update: I'll try to get v0.5 out by over the weekend...

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Modification Help / Re: [Resource/Beta 0.4] Custom Player Animations
« on: April 24, 2012, 07:54:29 PM »
Can't you just import it all, make a new animation, export it as a dsq, import that dsq into shaper with the original model and export it again as dts?

Nope, that's the downfall of it all. Or else we probably would have seen more custom weapon and player animations years ago...

Edit: Oh but however, you can do that exclusively in Shaper and I believe it works, but no one wants to use that crap, obviously. So, I found a way to get it to work in Blender and Milkshape.

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Modification Help / Re: [Resource/Beta 0.4] Custom Player Animations
« on: April 23, 2012, 01:24:48 AM »
stuff man, that worked! Bones, armatures, everything!

Few problems though:
- model is "smoothshaded" once imported into blender (and when its in blockland)
- model is sometimes scaled and/or rotated improperly
- model view of first and third person is rendered differently (third person, rotated odly, first, all good)

Good, I'm glad it worked! Just set the model to "flatshaded" and all should we well. As for the problems, they are unfortunate, yet predictable. I welcome you to the 4 month headache that gave me. The solution to fix it without starting a new bone system is not simple in the least bit, just download my source file to see what I mean if you haven't already. I recommend you take the model, and just re-create the bones yourself, which would almost guarantee breaking any pre-existing animations the weapon has on it, but would be the easy way out to free it up for animating. Good luck!

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Modification Help / Re: [Resource/Beta] Custom Player Animations
« on: April 21, 2012, 05:27:22 PM »
look below you!

Wrong. Badspot had posted after Demian. Stay on topic.

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Modification Help / Re: [Resource/Beta] Custom Player Animations
« on: April 21, 2012, 02:21:10 AM »
Could you make a Milkshape version of it?

If you've got the Blender version, you've got the Milkshape version. Both programs support a variety of formats, it's simply finding a compatible format.

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Modification Help / Re: [Resource/Beta] Custom Player Animations
« on: April 21, 2012, 02:16:53 AM »
I give up on this custom weapon animation.
(Fry? help me...)

Hi computermix,

To my understanding, you're trying to make custom weapon animations for pre-existing weapons, correct? Your problem may just be that you are trying to reverse engineer the .dts along with its respective animation files. As I said in my initial post, I spent months experimenting with this idea, and I never came to any 100% solid solutions. I think it's time I created a tutorial on exactly what I have figured out, so others can take my work and solidify things a bit more. Unfortunately, I'm not really sure how to help you besides that. I do not believe there is any univeral file format that will support everything, but I've been using the Half-Life 2 .smd format for some time now, and it's been fine for my purposes.

Good luck!
-EpicFrySauce

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Modification Help / Re: [Resource/Beta] Custom Player Animations
« on: April 17, 2012, 06:58:01 PM »
It was probably a bad idea to post this right after winter break ended for me, because it slammed progress to a stand-still, but I plan on picking it up again soon, as well as making a real tutorial.

I would also like to thank everyone for their patience with this highly controversial-hackish way, as it is the only way that seems to exist without having the real player source files.

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Modification Help / Re: [Resource/Beta] Custom Player Animations
« on: March 17, 2012, 01:56:36 PM »
That's alright, I guess. I figured it out since then. Or so I had thought. I added a second keyframe to each channel in my animation that only had one, and that seemed to work, but the same solution didn't work for animation 3, which had the same problem.

I was on the verge of pounding my head through a concrete wall when I stumbled upon the solution by accident, probably the actual solution to all my problems all along - because I was using Shaper to import several animations without closing it once, I noticed every time I imported one, the number of keyframes it counted was going up, which was more odd because I had been deleting them out of Shaper whenever they turned out wrong. I was also led to suspect this was an issue when I noticed the file sizes for the exported animations seemed to be expanding regardless of what I was actually doing. I closed Shaper and restarted it, imported the animation to find it counted much fewer keyframes in the import window than before, and the animation exported at a much smaller filesize and ran perfectly.

So yeah, I don't understand if I was doing something wrong or if Shaper is just weird like that, but closing it between exports seemed to work.

While the fact that the lack of support for this animation process (I don't mean from you, just in general due to this being a relatively new thing) has left me completely confused for weeks as I left the animating on hold, I'm really looking forward to seeing how much this impacts the modding community. Perhaps one day we'll get some better official support for custom animations if this goes well.

Oh, there's your problem. Yes, Shaper stockpiles animations up... and even though you deleted them, remember that's just one of those issues with that problematic program. I'm sorry it caused you all those problems, and I really do hate having to use it, but as stated it's really the only way I've found to make this work.

Thank you, that's really encouraging to hear; I like how you say "impact." I too, am excited to see what will result from this project... I hope to see some add-ons using this resource within the next few months.

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Modification Help / Re: [Resource/Beta] Custom Player Animations
« on: March 17, 2012, 01:24:03 AM »
Edit: dell2's original post removed.

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Modification Help / Re: [Resource/Beta] Custom Player Animations
« on: March 16, 2012, 11:38:58 PM »
Still looking for some assistance with this.

Sorry for the long wait, I've been taking a long break from this whole project. Well, I'm back. To be honest, I have no idea what the problem is, but the way I've figured it out seems to be working. I'm putting together a very informative instruction video that should help anyone add animations without a problem. Again, I apologize for the long wait and I apologize that I really don't know how to help you

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Modification Help / Re: [Resource/Beta] Custom Player Animations
« on: February 23, 2012, 12:50:16 PM »
one of the few DTS importers

Just out of curiosity, do you know of any other alternatives?

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Modification Help / Re: [Resource/Beta] Custom Player Animations
« on: February 17, 2012, 05:27:09 PM »
someone needs to record this in action and post a link.

Sure I can do a demo of how to use this... it's just in its mid stages so I was going to wait until I just about finish up the project.

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Modification Help / Re: [Resource/Beta] Custom Player Animations
« on: February 16, 2012, 01:22:30 AM »
Holy wow
This is new

...and will hopefully inject some new life into add-on making. I'm so happy this got stickied! :D
Ironically I have only made on add-on and it got criticized because people ignored the fact that I was new...

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