PSA (animation) files. - by massimilianogoi
Ziemanskye on 13/2/2009 at 19:15
Back to the point, I had a thought last night, but I can't currently check it myself (new laptop, which I haven't got T3ed playing nicely with yet)
I'm not sure you need to bind the sounds specifically to the animations. At least for some of it. I think it might be done by way of the Tags Database thing, so the animation somehow includes a +Footstep or equivalent at the right point of the animation, and the tags/schema lookup thing does it's trick to find which sound to play.
massimilianogoi on 13/2/2009 at 19:54
Quote Posted by Ziemanskye
Back to the point, I had a thought last night, but I can't currently check it myself (new laptop, which I haven't got T3ed playing nicely with yet)
I'm not sure you need to bind the sounds specifically to the animations. At least for some of it. I think it might be done by way of the Tags Database thing, so the animation somehow includes a +Footstep or equivalent at the right point of the animation, and the tags/schema lookup thing does it's trick to find which sound to play.
Impossible :tsktsk:
As you've readed above, there's some flags in the PSA to bind the sound to the animations, so if you wanna add new AIs with complete new animations, there's no way like this.
For the moment I have to stop experimenting, until my college duties are finished.
New Horizon on 13/2/2009 at 23:46
Quote Posted by Judith
There was one programmer who hacked/modified it, that's all. I guess you see the difference between creating something from scratch and modifying.
There was one guy charged with the task of getting it working for the public release, but during production...the editor would have been worked on by several programmers.
ShadowSneaker on 14/2/2009 at 01:26
Maybe you should try PMing Abru since he's been working on that Burrick and may know what to do. Flux also inserted a new AI into T3Ed.
SS
jtr7 on 14/2/2009 at 01:44
Wasn't Jordan Thomas the one who went out of his way to get T3Ed to us before ISA closed its doors--which was a positively awesome thing--and separate from those who hacked the Unreal editor for the game designers? And although it's known, not commonly, that several people worked on modifying the editor, it's also known that one person in particular was credited by the devs as having botched it.
(
http://www.ttlg.com/FORUMS/showthread.php?p=1771046)
Although, that's separate from rope arrows and swimmable water problems, right?
And I'm holding my breath and turning blue for Abru's burricks. :thumb:
massimilianogoi on 14/2/2009 at 02:02
Quote Posted by ShadowSneaker
Maybe you should try PMing Abru since he's been working on that Burrick and may know what to do. Flux also inserted a new AI into T3Ed.
SS
Good idea! Even if I guess Flux used the guard PSA animations... I don't know... a loaded sword... :laff:
Maybe Abru has something to say us.
GlasWolf on 14/2/2009 at 02:49
Quote Posted by jtr7
Wasn't Jordan Thomas the one who went out of his way to get T3Ed to us before ISA closed its doors--which was a positively awesome thing--and separate from those who hacked the Unreal editor for the game designers?
Alex Duran extricated T3Ed from Ion's source control system, so maybe you're thinking of him. Jordan did his bit too - see (
http://www.ttlg.com/forums/showthread.php?t=93994) here.
jtr7 on 14/2/2009 at 03:35
Excellent! Thank you. Yes, I now remember it was Jordan "Null" Thomas who told us they were working on it, and kept in touch regarding it.:)
Flux on 14/2/2009 at 11:35
Quote Posted by massimilianogoi
Good idea! Even if I guess Flux used the guard PSA animations... I don't know... a loaded sword... :laff:
Maybe Abru has something to say us.
Hi everyone;
My main computer crashed, so I won't be around for a while, trying to fix it.
What I did was to use the exact skeleton of the current ai and replaced it with my custom mesh. That's why I uploaded the rig as well...I don't think there's a way to make
totally custom ai with all custom animations, because we can't code new stuff like new ai behavior. But instead, let's say, you can have a new monster which will be the child of any of the existing ai, use that ai as parent so that the new custom ai will use its parents animation and codes but it will look different.
To me, the whole point of having custom ai is as simple as that. The rest is experimenting with scripts. So if you want to have a mechanist bot, make it a child of gamall, then add new scripts to it, whichever way you want you custom mechanist bot act like. But afaik, there is no way to code custom mechanist bot from scratch.
massimilianogoi on 14/2/2009 at 11:58
Let me the time to try the UnrealEd