bouncymischa
Synthetic Genie
I'm assuming that the Warg has smoother animations than the Wolf, due to using the Lion animations instead of the Wolf ones... so would it be possible to modify/rig the Wolf to use the Lion animations file?
I'm assuming that the Warg has smoother animations than the Wolf, due to using the Lion animations instead of the Wolf ones... so would it be possible to modify/rig the Wolf to use the Lion animations file?
Yes, I could skin the Wolf over the lion animations (provided they are not also "problem" animations). Nutty mentioned using the Warg itself but it never occurred to me to simply use just its animations. Thanks for the idea!
I will still try to resolve the present wolf animations because that will determine whether or not it will correct other "problem" animations or not. But, if that fails - we can use lion animations instead. You will lose the howl fidget, but....
Dreadnought Mechs
From Skajaquada's [vaporware] WH40K mod.Dreadnought Mechs?
So, I may be able to fix the present animations so that the wolf units all appear together (no guarantees); however, I cannot fix the scaling issues or the jittery animation transitions without completely rebuilding the wolf unit from scratch. Sorry .
But, in looking at the ftsxml file I just sorted for the Warrior, I see this:The first item of importance is that they each have a unique “id” attribute; to be more precise, every trigger in the <triggers> element must have a unique “id” attribute.
<trigger type="FTimedTriggerSound" id="63" time="0" duration="1" repeat="0" ec="1140" track="1" tier="1" event="AS3D_UNIT_WARRIOR_BAT_AMB_T1_$(WEAPON)" bone="" />
<trigger type="FTimedTriggerSound" id="63" time="0" duration="1" repeat="0" ec="1140" track="1" tier="2" event="AS3D_UNIT_WARRIOR_BAT_AMB_T2_$(WEAPON)" bone="" />
<trigger type="FTimedTriggerSound" id="63" time="0" duration="1" repeat="0" ec="1140" track="1" tier="1" event="AS3D_UNIT_WARRIOR_BATTLE_AMB_VOX_T1" bone="" />
<trigger type="FTimedTriggerSound" id="63" time="0" duration="1" repeat="0" ec="1140" track="1" tier="2" event="AS3D_UNIT_WARRIOR_BATTLE_AMB_VOX_T2" bone="" />
EDIT:
It's still a small sample size so far:
BAD: Wolf, Scorpion, Highlander
GOOD: MacTruck, Dreadnought Mechs, Slaver, Warg
I imagine the lion is probably OK as well...
Nutty's list is slightly confusing me again, though, but it does feel like we're starting to come up with a nice reference list of sorts for others who want to use these units.
Are the ones listed as "GOOD" the ones that use stock animations, and are therefore, easily mixed together, while the "BAD" ones contain custom animations and can't be mixed?
Finally, I've started looking at the fxsxml and ftsxml files. Dear God those event codes in the ftsxml files are a mess. I just spent some time re-sorting all the event triggers according to their event codes for the Warrior, Scout, Rifleman, and Horseman (so that I'd have a good variety to compare) and noticed two things:
1) They all have a bunch of event codes in common, but some units also have some codes that are unique to them (Rifleman has 3200, Horseman has 2440, all 4 have 2200)
2) In comparing against the event codes defined in the fxsxml file, there are a lot of "missing" codes.. (No one has 1000, for example.)
My question is.. when I'm trying to rebuild these trigger files, is it necessary to find a match for every event code defined in the wolf model's fxsxml, or is it only necessary to find one match within each animation set?
Further, after sorting these, I looked at what event codes were linked to the "TORCH" entries.. and it seems it spans 2 event codes -- 1160 and 1180 -- which are absent form the Rifleman (which makes sense, as they just shoot the city with their rifles.)
I suppose I am safe in simply removing everything for event codes 1160 and 1180 (which includes some stuff not labeled as having to do with a torch) since the Wolf's fxsxml makes no reference to either event code?
Edit:
Also, Nutty, if you want, I can update my OP with your findings on the GOOD/BAD list, I think.
Eventually you can probably use that to make a master list if you were intending to do that.
This. Don't remove one unless it's not in the .fxsxml.or should I essentially copy 1100 into the 1160 and 1180 event codes?
Hrm.. okay.. but now things are getting a bit confusing when I have codes (such as for running) which exist in both the Warrior and Horseman files, but there also exist unique event codes, and the wolf model fxsxml seems to reference all of them..
But, in looking at the ftsxml file I just sorted for the Warrior, I see this:
All of them have the same 'id'..Code:<trigger type="FTimedTriggerSound" id="63" time="0" duration="1" repeat="0" ec="1140" track="1" tier="1" event="AS3D_UNIT_WARRIOR_BAT_AMB_T1_$(WEAPON)" bone="" /> <trigger type="FTimedTriggerSound" id="63" time="0" duration="1" repeat="0" ec="1140" track="1" tier="2" event="AS3D_UNIT_WARRIOR_BAT_AMB_T2_$(WEAPON)" bone="" /> <trigger type="FTimedTriggerSound" id="63" time="0" duration="1" repeat="0" ec="1140" track="1" tier="1" event="AS3D_UNIT_WARRIOR_BATTLE_AMB_VOX_T1" bone="" /> <trigger type="FTimedTriggerSound" id="63" time="0" duration="1" repeat="0" ec="1140" track="1" tier="2" event="AS3D_UNIT_WARRIOR_BATTLE_AMB_VOX_T2" bone="" />
I just got around to testing it, and I am amazed at how quickly you guys found the problem, and fixed it, all while preserving the Howl animation at the same time!
Everything appears to be working great, and the animations feel a little less jittery, although there seems to be a slight issue with the idle animation's looping -- not a big deal, though.
I also noticed the ftsxml file you provided used many sounds from Barbarians; Was this intentional, or simply a template you have?
Otherwise, the Wolves no longer have gunpowder-filled snouts, and no longer call down the wrath of the heavens, AND I have diversity in the unit groups -- this is amazing! The only issue I've found so far is that the City Attacks, although they no longer call in flaming arrows from out of nowhere, still appear to be "stuck" trying to wait for them, and the units will be continually attacking the city for upwards of 10 seconds or so before the game appears to give up, and just updates with the damage numbers.
Perhaps we need more than just the Sound triggers for event codes 1160 and 1180?