Bumbleson on 22/4/2005 at 23:57
Does anybody know what "Strip Tags" in the skeleton browser does? I accidentally selected this item while examining one of Garrett's animations. And during my foolish attempts to fix it, I also selected "Force Rebuild". :rolleyes: Now all the guards are unable to move. They stand arms outstretched, but they can't walk or do anything else. They talk and show facial expressions however.
Am I doomed now? How can I get the animations back? I don't want to reinstall the whole editor, as I already changed a lot of things in the gamesys, scripts and the like :p
SneaksieDave on 23/4/2005 at 02:15
That is (apparently) correct. I had a post about that somewhere, let me see if I can find it.
Anyway, you can maybe try AutoTag I think the command is called? I think that will put back the animations, based on what exists in the databases folders (TagDatabase/Compiled... Source... not sure which). Alternately, you could just get them from the editor archive again - that's what I did about 15 times in trying to figure out how to eliminate certain animations without affecting every single AI that makes use of them. This is something the guys from Ion surely must know, but no one has spoken up.
Edit: Found it, (
http://www.ttlg.com/forums/showthread.php?t=95246) here is the post.
Gestalt on 23/4/2005 at 02:18
I'm guessing the tags referred to are animation tags, the little markers that show where different animations begin and end. Without those, I'm guessing the game has no idea how to animate the models, since rather than distinct, nicely labelled sections of animation, it's got a big unlabelled thing it doesn't know how to deal with.
I think if you can get a copy of someone else's CONTENT/T3/SkeletalAnimations folder, you should be fine (hopefully). I'd offer to put it up for you, but I don't have the 60mb of webspace necessary.
EDIT: Never mind
Bumbleson on 23/4/2005 at 10:29
If this command is so dangerous, why didn't they put a warning message in? Menu items followed by 3 dots usually mean that a dialog window comes up. :grr:
EDIT:
I was able to fix the problem by replacing the files garrett_08.pan and garrett_08.sai in the SkeletalAnimations folder (those were the only files that were changed recently). Thanks for pointing me in the right direction. How weird, why does an anim file that belongs to Garrett influence the animations of guards and NOT those of Garrett? :weird:
SneaksieDave on 24/4/2005 at 15:53
Quote:
How weird, why does an anim file that belongs to Garrett influence the animations of guards and NOT those of Garrett?
Exactly! That alone makes me think that maybe we're doing this wrong, because otherwise their implementation of "inheritence" here with regard to animations propagating to related classes is totally screwed up. So... we must be doing it wrong. I hope.
Devs, any advice? Perhaps they don't know; they're usually quite forthcoming. If only we had someone involved with the programming around (or for this specific problem, an animator).
Bumbleson on 24/4/2005 at 17:38
Quote Posted by SneaksieDave
Exactly! That alone makes me think that maybe we're doing this wrong
Frankly, I don't know at all what I'm doing in the skeleton browser :o
I won't touch that beast again except for studying existing animations.
I'm confused by all the options and judging by the rest of the editor, I fear half of them won't work or do something completely different from what one might think... :erm:
Mandrake on 25/4/2005 at 01:39
Has anyone noticed that there are a *LOT* of animations that aren't used in the game ?
For example I found some for Garrett to get off a ladder sideways.
Also a lot of attack moves for Guards that I've never seen in the game. For example:
Guardnormal->cityguard->M1_SR_ATK_finishing_move_1
Guardnormal->cityguard->M1_SR_ATK_finishing_move_2
How difficult is it to make use of many of the unused animations ?
Fallen+Keeper on 25/4/2005 at 05:04
That's the bad thing of knowledge. Once you discover the truth behind the magic, you also see its faults. Like things that have been designed but not implemented. And then you start to weep. :mad:
SneaksieDave on 25/4/2005 at 15:27
And there are quite a few. Finding the rope arrow schemas was particularly... upsetting. :(
Mandrake on 26/4/2005 at 06:38
Quote Posted by Fallen+Keeper
That's the bad thing of knowledge. Once you discover the truth behind the magic, you also see its faults. Like things that have been designed but not implemented. And then you start to weep. :mad:
I see it more as an oportunity - there are a number of things the fans weren't happy about that CAN be fixed without too much trouble thanks to the editor, look at the hammers as hidable evidence thread for an example.
If unused animation frames are in there, I'm sure we can find a way to make use of them etc...