Interesting Animation Info . . . - by ascottk
ascottk on 18/3/2006 at 06:06
Remember when the animation wouldn't work when you added blsRope under the climber property? Well, I was looking through the garrett_08.sai file (telling t3ed which animations belong to which skeletal mesh) when I came across this:
Quote:
[GAR_UA_MOV_rope_UP]
DefaultCompression=True
MemFootPrint=5398
. . .
[Animations]
. . .
148=GAR_UA_MOV_rope_DN
71=GAR_UA_MOV_rope_UP
. . .
[GAR_UA_MOV_rope_DN]
DefaultCompression=True
MemFootPrint=5398
. . .
These animations do not exist in Garrett_08.psa! There's only a measly 15 animations in that file! I didn't count the references in the sai file but it looks like around 100 animations! Here's some interesting ones:
75=GAR_PP_handout_loop
145=GAR_WE_FWD1
133=GAR_WE_LFT2
85=GAR_PP_grab
123=GAR_PP_crouch_handin
45=GAR_WE_RGT1
95=GAR_WE_FWD2
63=GAR_WE_FWD3
59=GAR_PP_crouch_grab
It looks like they were trying to implement pick pocket animations.
After looking at the t3ed log, it references some missing animations too:
Anim WallClimbAroundLeft1 (GAR_UA_MOV_wall_around_LFT1)
Anim WallClimbAroundLeft2 (GAR_UA_MOV_wall_around_LFT2)
Anim WallClimbAroundRight1 (GAR_UA_MOV_wall_around_RGT1)
Anim WallClimbAroundRight2 (GAR_UA_MOV_wall_around_RGT2)
Anim BodyForwardCrouching (GAR_UA_MOV_crouch_FWD)
Anim BodyBackwardCrouching (GAR_UA_MOV_crouch_BAK)
Anim BodyLeftCrouching (GAR_UA_MOV_crouch_LFT)
Anim BodyRightCrouching (GAR_UA_MOV_crouch_RGT)
Anim Sleep_Getup (GAR_UA_sleep_getup)
perhaps waking up in jail?Anim Sleep_Loop (GAR_UA_sleep_loop)
So if I get this thing working, we could have more interesting wall climbing, and being able to carry a body while crouching. Oh yeah, returning the rope climbing animations too :thumb: Maybe we'll have fully functional rope arrows (but I'm not holding my breath . . . I know t3 too well :mad: )
Problems so farThe animations are working in-game
but there's no footstep sounds to go along with them!
Dark Arrow on 18/3/2006 at 06:31
New functions you described:
The first words that comes to mind, hard coded out. I don't know anything about it, but I got this nasty feeling that I'm right about this in this engine. In Dark Engine I wouldn't be surprised to see some new feature pop up.
Crispy on 18/3/2006 at 06:39
Why would they that be hardcoded
out? Sure, they might not have been coded
in, but explicitly disallowing them would be completely pointless. Seems to me you're being a little too pessimistic here. :)
It may be that the animations don't get triggered at appropriate times by the code despite being referenced in the animation files, but who knows. I wouldn't expect a rushed game programmer to take the time to remove that sort of thing if he'd already put it in; and we know that some rope-related code does exist (simply because bIsRope actually has an effect).
Quote:
The animations are working in-game but there's no footstep sounds to go along with them!
So you actually managed to get custom animations in-game? Awesome, I didn't realise you'd got that far. :thumb:
ascottk on 18/3/2006 at 06:40
Quote Posted by Dark Arrow
New functions you described:
The first words that comes to mind, hard coded out. I don't
know anything about it, but I got this nasty feeling that I'm right about this in this engine. In Dark Engine I wouldn't be surprised to see some new feature pop up.
You could be right, although I think the game was trying to play the rope climbing animation when you add the blsRope property to a smesh. The animation was removed from the *.psa, along with a few others referenced in this post, so t3 was trying to play an animation that wasn't there.
Ziemanskye on 18/3/2006 at 09:14
Are there 'missing' turning on a rope animations.
Given a lot of the movement seems based on the skeletal translation in the animations, maybe that lack of animation was all that stopped them working right?
(naively hopeful, but what the hell - even I miss rope arrows)
New Horizon on 18/3/2006 at 13:10
Quote Posted by Crispy
I wouldn't expect a rushed game programmer to take the time to remove that sort of thing if he'd already put it in;
I would agree with you Crispy, but we also already know that they did code out stuff that was already put in...like footstep sounds when Creeping and Crouching. OY.
Great work ascottk. :)
I'm poking around the editor a bit, but I can't really see where there might be a setting required for your animations to play sound. I thought that was all handled by the model making contact with a surface.
ascottk on 18/3/2006 at 18:18
Quote Posted by New Horizon
I'm poking around the editor a bit, but I can't really see where there might be a setting required for your animations to play sound. I thought that was all handled by the model making contact with a surface.
The sounds are defined in the animation's *.pan files, but I have no idea how to add those definitions :confused:
In the animation browser in t3ed there's a note at the bottom of the viewport (GAR_UA_NAV_FWD2_5):
Quote:
NOTE 1:0.00 GARRETT HEAD [ FOOTSTEP] WALK
NOTE 2:0.47 GARRETT HEAD [ FOOTSTEP] WALK
Maybe I need to add something to the *.qc milkshape file . . .
New Horizon on 18/3/2006 at 18:27
Quote Posted by ascottk
The sounds are defined in the animation's *.pan files, but I have no idea how to add those definitions :confused:
In the animation browser in t3ed there's a note at the bottom of the viewport (GAR_UA_NAV_FWD2_5):
Maybe I need to add something to the *.qc milkshape file . . .
Hmmm. Hopefully it's not another proprietary thing. If we're hard pressed, we can probably have one of our coders take a look at the existing files and figure out a way to add the definitions if there is no other way.
Hmmm, I'm wondering. Do the crouch animations have the definitions stripped out? If they are, maybe it would just require readding them to get crouch footsteps back. Unless they were hard coded out elsewhere...which is highly likely.
Crispy on 18/3/2006 at 23:58
Quote Posted by New Horizon
I would agree with you Crispy, but we also already know that they did code out stuff that was already put in...like footstep sounds when Creeping and Crouching. OY.
Ah, but that's because they actually wanted to exclude those things explicitly, and independently of anything else. The "path of least resistance", if you will, was just to code that out.
But with the rope arrows there was no need to do that, because the rope arrows themselves could just be taken out of the game - there'd be no need to go and remove the animation calls as well. The path of least resistance would have been to simply remove the rope arrows themselves, without bothering about the animations because you'd never get to the point where you wanted to play them anyway. See where I'm coming from?
ascottk on 19/3/2006 at 03:50
It seems the notetrack info is stored in the *.psa file that t3ed reads, then generates the *.pan file.
It might be a T3 specific psa file. I think the only difference between a milkshape psa & a t3 psa is the notetrack info.
hex editor view of a t3 psa (GAR_UA_MOV_ladder_UP):
Quote:
NOTETRACK @
?playsound|climb_ladder_wood
Garrett Head
and the resulting text in t3ed's skeleton browser with "Show Notetrack Info" checked:
Quote:
NOTE 1:0.00 GARRETT HEAD [ PLAYSOUND] CLIMB_LADDER_WOOD
NOTE 2:0.47 GARRETT HEAD [ PLAYSOUND] CLIMB_LADDER_WOOD
Here's Gamal's animation stuff
Quote:
NOTE 1:0.06 M1 R HAND [ ATTACH] HP_RIGHTHAND:RIGHTHIP
Gamal's fireball attack:
Quote:
NOTE 1:0.06 M1 R HAND [ FX] SPELL:ON
NOTE 2:0.56 M1 PELVIS [ DETACH] HP_RIGHTHAND:CURRENT
NOTE 3:0.88 M1 R HAND [ FX] SPELL:FADEOFF
The closest I've come to finding anything like it is found here:
(
http://udn.epicgames.com/Two/AnimNotifies)
I found nothing in Ion Storm's custom 3ds max plugins. This is frustrating! :mad: Maybe it has something to do with the track view in 3ds :confused: