
MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Nov 15, 2010 05:36 PM
Msg. 1 of 14
Hey guys, I have reached a point in the development of my map, Firefight-Descent, where I cannot continue without proper and working animations for a few things: Phantom 1 - in/hover/out (for covenant drop) Phantom 2 - in/hover/out (for covenant drop) Phantom 3 - in/hover/out (for covenant drop) Pelican - in/hover/out (for troop dropoff) Pelican - in/hover/out (for player pickup) Sparrowhawk - in/hover/out (for temporary player support) I am really in need for these soon, or this map will go nowhere, as I am preparing for a lot of things during the late fall and early winter season. Please, if anyone is willing to get these done for me soon, contact me on Xfire (MoooseGuy), or send me a PM. Thanks for your time.  Peace, -MoooseGuy
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Nov 15, 2010 05:38 PM
Msg. 2 of 14
I'm already doing them. Remember yesterday?
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Nov 15, 2010 05:45 PM
Msg. 3 of 14
They didn't work...
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Nov 15, 2010 05:57 PM
Msg. 4 of 14
if you need help getting animations ingame, talk to me.
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Jose
Joined: Nov 14, 2010
cant stop laffing
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Posted: Nov 15, 2010 06:07 PM
Msg. 5 of 14
i can make animations in flash cs4. private message if u need my help. Edited by Jose on Nov 15, 2010 at 06:07 PM
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DA_Ender
Joined: Oct 22, 2010
(ÐÄ)€ÑÐËR †h€ GËÑØÇÏÐDÊ
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Posted: Nov 15, 2010 06:14 PM
Msg. 6 of 14
Quote: --- Original message by: Higuy if you need help getting animations ingame, talk to me. I've always been really curious about how it works! Would you mind giving a brief general explanation??
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HaloIsAHorribleGane
Joined: Nov 9, 2010
I'd rather play yahtzee
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Posted: Nov 15, 2010 06:18 PM
Msg. 7 of 14
you export the animation into a file using CAD's exporter, and then run it through tool into a tag format
bunch of stupid crap about proper hierarchy, getting your first animation in is like getting a hole in one on your first time golfing
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DA_Ender
Joined: Oct 22, 2010
(ÐÄ)€ÑÐËR †h€ GËÑØÇÏÐDÊ
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Posted: Nov 15, 2010 06:21 PM
Msg. 8 of 14
Quote: --- Original message by: HaloIsAHorribleGane you export the animation into a file using CAD's exporter, and then run it through tool into a tag format
bunch of stupid crap about proper hierarchy, getting your first animation in is like getting a hole in one on your first time golfing A tag for a world-relative animation? I thought it was seperate from a vehicles model_animation_graph? I R confused by this. What tag format is it compiled into then?
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HaloIsAHorribleGane
Joined: Nov 9, 2010
I'd rather play yahtzee
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Posted: Nov 15, 2010 06:23 PM
Msg. 9 of 14
don't know only done biped and fp
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DA_Ender
Joined: Oct 22, 2010
(ÐÄ)€ÑÐËR †h€ GËÑØÇÏÐDÊ
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Posted: Nov 15, 2010 06:37 PM
Msg. 10 of 14
Quote: --- Original message by: HaloIsAHorribleGane don't know only done biped and fp My small understanding is that it is seperate from the model animation graph and that it is added after. That unfortunately is nearly the extent of my knowledge in this matter and I can't seem to find a decent tutorial on the subject.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Nov 15, 2010 07:32 PM
Msg. 11 of 14
Quote: --- Original message by: l283023 A world-relative animation coordinates are relative to the world in your map. World-relative animations are often used in cinematics, in which case it would have it's own animation tag, and it would make use of the custom_animation developer command. Yes. Mooseguy, I'd appreciate it if we went over this together soon. Are you getting an error with the vehicle? Or is the animation not scripted right?
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Nov 15, 2010 07:40 PM
Msg. 12 of 14
I'm really only familiar with getting 3p type things in game and playing them on models. This is more essential to sp, and I guess some novelty backround thing in multiplayer.
Out of all the animation export types, use jmw. It makes it world relative, playing it around the coordinates of your bsp, which is really useful for making other animations in sync with each other and the world.
.jmw format isn't shown in the export list, so you need to export as jmm and then rename the file extension to jmw in windows explorer (and yes they will still compile).
Use the tool command animations to compile them into a model_animations tag. Make sure the node list checksum is correct for whatever object your playing it on, and then you can use the script command "custom_animation" to run it in game, spaien, etc.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Nov 15, 2010 07:55 PM
Msg. 13 of 14
I animated and compiled these for him. It's possible that Mooseguy didn't change the checksums correctly.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Nov 16, 2010 08:01 PM
Msg. 14 of 14
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