Weyoun on 12/5/2003 at 10:29
I hope this is relevant:
The .mi files are totally ignored by Thief - I haven't tried it, but I would expect everything to work just fine if they were deleted. The .mi files themselves are duplicated in the motion database, and it is these .mi entries that store the flags, and are used by Thief.
You can edit the individual .mi files in motions.crf (or your motions/ directory) using DromEd's Motion Editor and save them out, but on reloading, your modified flag settings will have disappeared. At the moment there is no way of 'compiling' these modified .mi files back into the motion database. Hopefully, Shadowspawn's Motion Database Editor will include this important feature.
Shadowspawn on 12/5/2003 at 13:06
Ah, yes, how silly of me.
The plan is to read in new .mi files and integrate them with the database. I need to write that part, when I get back to this.
YcatX on 12/5/2003 at 13:25
No worries.. R...
I was just trying to understand how sound tags played into motion tags...
Still I wonder if the Burrick mouth has a joint?.. I don't know why they had two versions of Burricks (one with the mouth open and the other with it closed)...
In the original T1, the burricks mouth did NOT open when Burping..
Shadowspawn on 12/5/2003 at 14:44
The burricks don't have a joint for the mouth. You'll notice that no AI in Thief has a 'biting' attack, so there are no motions for the burrick to use for a mouth open attack.
Not to say it couldn't be done, once I finish the Motion Database Editor. We'd have to make a burrick with a new joint for the mouth, and create motions for it. Lots of work.
YcatX on 12/5/2003 at 20:23
No worries... The bitting burricks are in a much later mission... I'm just sizing up my problems...
I hoped to be able to vamp-up my LavaBurricks, and was confused on why the sounds didn't work when I re-did my LavaBurrick creature type and schemas...
I'm still working on 6 missions before the Burroke (Armed Burricks), SwampChompers, Skeletonal Burricks for the Burrick Graveyard that sits at the entrance to the City of the Dead...
But I still have lots and lots of work...
Weyoun on 13/5/2003 at 09:07
YcatX - In case you missed the thread, I've updated my motion editor to deal with burricks as well as humanoids. The joints in a burrick were, to my surprise, exactly the same (in heirarchy if not positions) as the humanoid joints.
So you can make your burricks dance the macarena, if you want that ultra-realistic feel to your fm.:ebil:
YcatX on 13/5/2003 at 12:47
Oh man!... I guess I need to learn the motion editor now?
Does the Melee attacks that are actually inside the motion DB have sound the sound tag set?
Weyoun on 13/5/2003 at 15:46
Quote:
Originally posted by YcatX Does the Melee attacks that are actually inside the motion DB have sound the sound tag set? I'm not sure. If you know what the motions are called, load them up into DromEd's motion editor and check what flags are set there.
YcatX on 13/5/2003 at 16:34
Is there a tut on it, I always seemed to be chasing my tail when ever I messed with the motion editor...
Currently I'm writing schemas for the endless amounts of .WAVs to process. People compained about the lack of conversations... I doubt they can compain on that now...
FM01 : FAIR GAME (Has 2)
FM02 : HOOK LINE SINKER (Has 4)
FM03 : MINES OF MARGROTH (Had 2, now has 4)
FM04 : GUILDED RIVALRY (Had 3, still does)
FM05 : FIRE AND ICE (Burricks in this mission don't talk)
FM06 : ASHES TO ASHES (Offically no conversations, but plenty of talk)
FM07 : THINNER (4 planned)
FM08 : ROCK AND A DARK PLACE (2-3 planned..)
FM09 : DEADLANDS (DARKWOOD) (Critter talk)
FM10 : SACRIFICE (2-3 planned)
FM11 : EYE FOR AN EYE (2 planned)
FM12 : CROSSING OVER (2 planned)
FM13 : DEADMEN WALKING (none)
FM14 : CHIMNEY ROCK (???)
FM15 : DEAD ASYLUM (???)
FM16 : KNOCK KNOCK (???)
Cardia on 2/4/2019 at 10:10
my last motiondb doesn not include the conv 72. where can i find an updated motiondb with the dancing motions?