ascottk on 15/3/2006 at 03:25
Doh! Double post!
Anyway, I cannot get the animations into the game so a little help is appreciated:
(
http://rapidshare.de/files/15534774/T3-Garrett_anims.zip.html)
New garrett ("public spaces") walking animation
In order to test this in a map, it needs to be a city section(Level properties>CitySection>blsCitySection=True)
*Remember to back up your files!*These were created with MilkShape & I included the MilkShaoe file with the necessary animation info.
CONTENT\T3\SkeletalAnimations:
garrett_09.psa
garrett_09.pan
garrett_09.sai
garrett_09.qc
CONTENT\T3\SkeletalMeshes:
Garrett_08.pro
Garrett_08.ski (text file telling t3ed which *.psa files the skeletal mesh uses)
System:
T3PlayerAnims.ini
I don't know where the animations are stored for one thing. The animations do work in the skeleton browser, that's how far I got so far.
In Milkshape, it'll show the skeleton in a crouching position. Just put Milkshape into Animation mode, then move the keyframer to show the walking positionEDIT: GOOD NEWS/BAD NEWSTHE GOOD
It turns out ActorX has a useful animation manager. It doesn't need a skeleton mesh to load/rearrange animations, SO we can load the default animations, get rid of what we don't want, & add what we do want.
THE BAD
It's stored in Kernel_GFXALL.ibt
I have the new animations working now :thumb: They need some serious tweaking though.
jtbalogh on 21/3/2006 at 07:59
This is great news ascottk. Dreams coming true ...