New Horizon on 24/6/2005 at 12:48
I think I read somewhere that someone managed to give Garrett the shortsword but that it behaved like a dagger. I've managed to do the same thing. I'm curious however why the other animations listed in the editor won't work. I assume that they would have been purged if they were no longer available, perhaps there is just some little trick we're missing somewhere. The sword actually works alright with the hacks and slashes but looks pretty silly when Garrett takes the stabbing position.
Any thoughts?
Gestalt on 24/6/2005 at 15:09
I can't quite remember at the moment if they'd fit, but have you tried giving it the blackjack animations?
ascottk on 24/6/2005 at 15:39
I tried it yesterday but only managed to give him a rigid attachment link in order for it to show up. Even then he held the sword in the middle of the blade. I also tried to have an object show up in the inventory so it's selectable with an inventory switch link. No luck but I wasn't working with a modified gamesys.
EDIT: The black jack animation gave me two blackjacks.
New Horizon on 24/6/2005 at 15:55
Yup, I was able to tie the sword mesh to the blackjack animations and to the dagger animations. Blackjack is more sensible but then there is no slash attack with it. If the dagger stab animations could be cancelled out I think it would suffice.
ascottk on 24/6/2005 at 17:22
Has anyone tried to add non-Garrett animations to T3PlayerAnims.ini?
New Horizon on 24/6/2005 at 17:46
Quote Posted by ascottk
Has anyone tried to add non-Garrett animations to T3PlayerAnims.ini?
Hmmm, damn. I never thought of that. The missing link perhaps? We should definately play around and see if we can hack something in.
ascottk on 24/6/2005 at 21:15
Quote Posted by ascottk
I also tried to have an object show up in the inventory so it's selectable with an inventory switch link.
It works with a custom gamesys. I just added the object I wanted into InventoryObject>PowerUp. Now I can select that through the inventory buttons & throw it. My tweaked version of Krellek's Labyrinth will have that feature but I had to stick to crappy "frob this & your objective is a success" method for the default T3Ed install with no custom gamesys.
As for the sword I don't think the non-Garrett animations have enough bones for Garrett to control. Aside from Garrett the skeletal mesh with the most bones is the Puppet.
Garrett: 125 bones, 2688 faces, 3475 vertices
Puppet: 104 bones, 2854 faces, 3768 vertices
The puppet actually has more faces & vertices but less bones.
The rest average about 77 bones, 1200-1800 faces, & about 2500+ vertices.
Another interesting experiment is editing a *.ski file with notepad. I couldn't load alexDmale_def from the DX:IW demo without changing MeshFlags (underneath) to "3". It was "1" but I guess Garrett_08 has that number reserved for the player. I can't get Alex to do any motions because he only has 59 bones. The smaller of the AIs in TDS is 77 bones.
Gestalt on 24/6/2005 at 21:39
Is the blackjack's "backstab" animation any better than the dagger's? That's the main thing I was thinking of. You could keep the slash animations from the dagger, but replace its backstab animation with that of the blackjack.
New Horizon on 24/6/2005 at 21:57
Quote Posted by Gestalt
Is the blackjack's "backstab" animation any better than the dagger's? That's the main thing I was thinking of. You could keep the slash animations from the dagger, but replace its backstab animation with that of the blackjack.
Yeah, the blackjack animation is just a straight downward thrust.
New Horizon on 24/6/2005 at 22:58
Been playing around with it. I have a short sword ingame and working. I just changed the weapon mesh for the dagger to the sword, looks great. Then I swapped the black jack animations for the downward slash. It isn't T1 and 2 style sword fighting but it's likely as close as we'll get.