massimilianogoi on 20/11/2006 at 22:27
I would like to know how it's possible to put the Garrett's weapon dagger to a normal person in the game...
I've already copyed the longsword in the weapon loadout, and changed the static mesh with that of the dagger, but he strangely keep the dagger inside the hand :eek: :eek: and he beat you as if he had the sword.
How it's possible to assign the movement that Garrett do when he attack with the dagger, and how it's possible to keep the merchant that he clutch the dagger in the right way??
THHAAAAAAAAANKSSSSSSSS
nomad of the pacific on 20/11/2006 at 23:07
The only suggestion I can make is to assign him the Fake Melee Weapon and Rigid Attach the daggar mesh to his hand. You'll have to adjust the offset until it looks right. The drawbacks are that he still doesn't have the right moves for a daggar and he'll always have it in his hand. Maybe ask this question in the Thief III Editors Guild. Someone there may be able to give you better advice.
massimilianogoi on 25/11/2006 at 11:40
Sorry, but it's not what I find.
I'm sure that in some way it's possible to make clutching a dagger ora a blackjack to any person in the right way. Of course, if Garrett uses the dagger and the blackjack, why the other can't use it?
Here who is really strong to build fans missions??
Ziemanskye on 25/11/2006 at 13:41
It's largely an issue of skeletons and animations.
Garrett's skeleton is about 108 bones, versus the NPCs having around 70. I might be misremembering the numbers, but they definately didn't line up.
This means that any animatons Garrett uses can't be used by the NPCs - you'd need entirely new versions of the animations for the less detailed skeleton to get them to perform the same action.
You'd also need to do any declaring and whatnot of the animation to let the game know it was there - and I don't think anyone around here has worked out how to do that for TDS, though I could be wrong. Could be as simple as obeying the naming convention in the .psa file and tweaking a few things in the animation browser, but I've never tried. (where's Ascottk when you need him?)
In general though, it's not as simple as just giving them the weapon and letting them sort it out for themselves - they just don't have the animations for it, so they don't know what to do with the weapon.
ascottk on 25/11/2006 at 17:42
Quote Posted by Ziemanskye
It's largely an issue of skeletons and animations.
Garrett's skeleton is about 108 bones, versus the NPCs having around 70. I might be misremembering the numbers, but they definately didn't line up.
This means that any animatons Garrett uses can't be used by the NPCs - you'd need entirely new versions of the animations for the less detailed skeleton to get them to perform the same action.
Garrett has 125 bones and NPCs have about 105. The joint names are also different.
Quote:
You'd also need to do any declaring and whatnot of the animation to let the game know it was there - and I don't think anyone around here has worked out how to do that for TDS, though I could be wrong. Could be as simple as obeying the naming convention in the .psa file and tweaking a few things in the animation browser, but I've never tried.
In general though, it's not as simple as just giving them the weapon and letting them sort it out for themselves - they just don't have the animations for it, so they don't know what to do with the weapon.
You'd need a new animation based on the skeleton used by that NPC. Then you'd need to add some stuff in T3AutoTag.ini:
Code:
; --------------------
; THIEF 3 SPECIFIC
; --------------------
M1_SR_ATK_jab_HIG_CTR= +stance:sword_ready , +attack_jab_high
M1_SR_ATK_jab_LOW_CTR= +stance:sword_ready , +attack_jab_low
M1_SR_ATK_jab_MID_CTR= +stance:sword_ready , +attack_jab_mid
M1_SR_ATK_swing_MID_LFT= +stance:sword_ready , +attack_swing_left
M1_SR_ATK_swing_MID_RGT= +stance:sword_ready , +attack_swing_right
; these need to be
HR_swing_high_02= +stance:hammer_ready, +attack_swing_high
HR_swing_high_03= +stance:hammer_ready, +attack_swing_high
HR_swing_high= +stance:hammer_ready, +attack_swing_high
HR_swing_mid= +stance:hammer_ready, +attack_swing_mid
HR_swing_low= +stance:hammer_ready, +attack_swing_low
M1_WA_ATK_frustration_1= +stance:sword_ready , +attack_enraged_left
M1_SR_ATK_enragedswing_MID_LFT= +stance:sword_ready , +attack_enraged_left
M1_SR_ATK_enragedswing_MID_RGT_1= +stance:sword_ready , +attack_enraged_right
M1_HR_ATK_enraged_charging= +stance:hammer_ready, +attack_enraged_left , +attack_enraged_right
M1_SR_ATK_finishing_move_1= +stance:sword_ready , +attack_finishing
M1_SR_ATK_finishing_move_2= +stance:sword_ready , +attack_finishing
M1_UA_IDL_fatigued= +stance:standing , +fatigued
M1_SR_IDL_fatigued= +stance:sword_ready , +fatigued
M1_WA_IDL_fatigued= +stance:sword_ready , +fatigued
M1_HR_IDL_fatigued= +stance:hammer_ready , +fatigued
It looks like the first is the animation name=motion tag (tells T3 how the animation is used), then other possible tags. I never played around with this.
Quote:
(where's Ascottk when you need him?)
I joined the Dark Side of the Doom 3 modding community :ebil: working on, oddly enough, NPCs for the Dark Mod.
massimilianogoi on 1/12/2006 at 21:51
how it means all these rows??? :eek:
Ziemanskye on 1/12/2006 at 23:30
I'm just guessing this, but it seems sensible:
---
ATTACK ANIMATION NAME = required states to play ; required action request to play.
If you are in stance:weaponX_ready (as in the AI has that weapon drawn), and the controlling part of the AI tells it to make an attack_swing_high, then the animation name given in the first column is the one that will be played.
----
You can use the animation browser in the Editor to tie the animation to the skeletal mesh, I think. That means that with both the skeleton would know it has the animation, and so would the NPC Animation AI, meaning it could use it in-game.
massimilianogoi on 2/12/2006 at 00:15
and whete is this animation browser???
in the T3Ed?? Where??....:eek:
nomad of the pacific on 2/12/2006 at 01:27
Look under View : Skeleton Browser.
massimilianogoi on 3/12/2006 at 22:05
OH, MY GOD!!!
WHAT IS THIS THING??
Where I can find a tutorial to use this skeleton browser??
:eek: :eek: :wot: :wot: :o